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Messages - iambap

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1
DF Dwarf Mode Discussion / Dead or dying civilzations
« on: December 04, 2015, 06:11:30 pm »
I've seen a couple people mention that it there civ was dead or dying -- I have generated only one dwarf civ in 0.42.01, and it was also dead or dying.  I understand that is not new, but I'm curious if it's more prevalent -- or just coincidence.

I'm using CLA's graphics pack so I didin't vote, since that makes it not strictly vanilla.

BTW, thanks for my favorite graphics pack, CLA :)

2
DF Announcements / Re: Dwarf Fortress 0.31.06 Released
« on: June 10, 2010, 08:35:30 pm »
Spoiler (click to show/hide)
Major bonus points if you "get" the seed  :P Note that I am running on Linux so maybe the seed goes a bit different for you ^^; But my dead civ is called The Sunken Tools. The map actually generates a huge ring of evil mountains with a desert in the middle. THERE should be pretty isolationist.
Spoiler (click to show/hide)
the map  :o

Awesome, thanks!  I guess the seed is fitting, considering you probably feel as though intentionally generating a would like that may be a bad idea... I'm on windows, so I'm guessing it won't work, but I'm going to give it a shot anyway and see what happens.

3
DF Announcements / Re: Dwarf Fortress 0.31.06 Released
« on: June 10, 2010, 07:09:41 pm »
I have no caravans, no nobles, and only a trickle of migrants.

Can you export your world gen settings and pot them here?  I'd like to try genning a world like this.

<- DF Isolationist.

4
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 08, 2010, 08:16:10 pm »
And that was pretty much my only idea. Hmm.

Check compatibility settings for DF, I guess. There's a setting for forcing 8-bit color mode there, which shouldn't be set, but it's hard to see how it'd get set by accident.

Turns out that was it... there were a number of compatibility options turned on, somehow.  Now, all my problems have been solved.  Thanks!

5
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 08, 2010, 07:43:11 pm »
Code: [Select]
screen = SDL_SetVideoMode(w, h, 32, flags);...how does that produce an 8-bit color mode, I ask? *sweatdrop*

Er. Okay. First off, try updating/reinstalling your graphics drivers.

Thanks for the suggestion.  I've updated the video drivers to the latest version available to from the nvidia support site and all of the issues I'm seeing still occur.

6
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 08, 2010, 05:58:37 pm »
I'm using windows XP SP3, GeForce 7600 GS, 1360x768 resolution
I'm seeing the following problems consistently in this version:

- DF switches my desktop color mode to 8bit (which isn't even an option, normally)
- The game doesn't exit cleanly; I have to kill it from the task manager even when I choose quit from the main menu.
- On a fresh install, I turned off the init movies but made no other changes, and neither standard or partial modes work.  I just see the words "slave to armok".  If I use the error keys, I can see the other menu options sometimes highlighted.  This does not happen in 2D mode.
- Going fullscreen in 2D mode crashes the game.  In 3D mode, I receive a message stating that there are no modes available for 1360x768 (possibly related to the 8-bit color issue?)
- Using alt+tab when DF runs in window mode seems to cause the game to lock up if the game is doing something that takes a long time (eg generating a world, saving a game).  At least, I can't return to the game using alt+tab or clicking the taskbar icon.  However, I did alt+tab while saving, and after waiting 10 minutes killed the process -- I was able to reload the save and didn't notice any obvious problems with the saved game.

I'll happily provide any other information about my system; simply ask.

As it turns out, the alt+tab issue only happens when the game is doing a long-running task like saving the game... that's generally when I alt+tab.

7
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 28, 2010, 10:06:45 pm »
Bug fixed: Grid sizes getting stuck on 80x25 if you let the intro movies play.

Workaround until 31.05: Turn off intro movies.

Thanks for fixing my issue :D

8
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 23, 2010, 09:36:14 pm »

Did you turn off the mouse in the init?  Turning that back on appears to have cleared up similar problems for me where the game wasn't displaying the tileset correctly.

This. Maybe.  I believe the issue is that the game is zoomed to a level you don't expect.  The grid & fullgrid options are gone so you can't give a hint where you would like to be zoomed & you have to set the zoom level yourself.

I gave this a shot and it didn't seem to make a difference.  This problem is also occurring in 2D mode, which doesn't support zooming if I remember correctly.

I am usually stuck with the default grid size; but sometimes (though rarely and arbitrarily), I get the grid size I want without changing settings. Based on this, I feel as though there may be a problem with the game determining the grid size from the window size, or determining it and then "forgetting" it and going back to the default grid size.

9
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 21, 2010, 06:57:40 am »
These doesn't seem to work the way I would expect in 2D or 3D modes.

Zoom with the mousewheel, or remap the zoom functions to keys and zoom with those keys.

Thanks, timbojones, but the problem I'm describing isn't related to zooming, which I don't use; it's a problem with the automatically determined grid size.  I have a 1360x768 display and I'm using a window size of 1360x720 with a 16x16 font; I'm expecting to get a grid size of 85x45.  However I usually get one of the following results.  1) I get the default 80x25 grid with 16x16 tiles, centered in the window (or upper-left justified); or, 2) I get the default 80x25 grid, with tiles stretched to 17x29 (approximately) to fill the window.

What I'm expecting is to see a grid size of 85x45 of 16x16 tiles filling the entire 1360x720 window without stretching.  If you refer to my prior post and look at the screenshots, that should help illustrate what I mean.  The final screenshot is what I'm looking for, and it does happen from time to time, but only rarely.  I have to start and exit the game probably on the order of 10 times before I get what I want.

I apologize for not explaining this better previously.


10
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 20, 2010, 05:24:29 am »
Quote from: init.txt window/grid size
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.

Quote from: init.txt black space
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

These doesn't seem to work the way I would expect in 2D or 3D modes.  My desktop resolution is 1360x768, I'm using windows.
I have a 1360x768 display and I'm using a window size of 1360x720 with a 16x16 font; I'm expecting to get a grid size of 85x45.  However I usually get one of the following results.  1) I get the default 80x25 grid with 16x16 tiles, centered in the window (or upper-left justified); or, 2) I get the default 80x25 grid, with tiles stretched to 17x29 (approximately) to fill the window.

What I'm expecting is to see a grid size of 85x45 of 16x16 tiles filling the entire 1360x720 window without stretching.  If you refer to my prior post and look at the screenshots, that should help illustrate what I mean.  The final screenshot is what I'm looking for, and it does happen from time to time, but only rarely.  I have to start and exit the game probably on the order of 10 times before I get what I want.

I apologize for the large file sizes in this post.

with settings:
Spoiler (click to show/hide)
I see:
Spoiler (click to show/hide)
I got the same result when changing WINDOWX,WINDOWY to 0,0 or 1360,720
I got the same results for 2D mode whether BLACK_SPACE was YES or NO; but the graphics were flush top-left.

with settings:
Spoiler (click to show/hide)
I see:
Spoiler (click to show/hide)
I got the same result when changing WINDOWX,WINDOWY to 1360,720

Below is what I am expecting to see; I've been able to get this to appear twice (which is how I got the screenshot).  This result seems to appear arbitrarily.  I've had the most success, however, with the following settings
Spoiler (click to show/hide)
I see:
Spoiler (click to show/hide)


11
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 19, 2010, 11:02:11 pm »
Additionally, the only reason it break enter is that it's the very first binding. If you add a dummy line above that the file survives being saved as UTF-8 mostly unscathed.

Sounds like this is due to notepad and some other text editors automatically adding the BOM when saving UTF-8 (which appears as funky characters  to some programs). Adding the blank line at the beginning of the file should be the way to go.

12
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 08, 2010, 07:35:25 pm »
Well, the 3D modes are pretty much broken on d17. There's a very good chance it'll crash. It's fixed now, but..

The saves should be compatible, though.

Thanks.

I guess what I really want to know is which (using old saves or a brand new save) would be better for submitting bug reports.  I was thinking I could help by submitting bug reports for the newly redone UI.  Maybe that's not what your looking for, though.

13
DF General Discussion / New fort of old?
« on: February 08, 2010, 06:42:13 pm »
Is it recommended to use my old d16 save or start a completely new fort with this version?  or both?  or neither?

I'm on windows xp and probably won't be using 2d modes (maybe experimentally if I think about it) if that makes a difference.

14
DF Dwarf Mode Discussion / Re: Usefulness Of Tamed Animals
« on: April 13, 2009, 01:10:02 pm »
Well I had a dragon caught in a cage trap, had the dungeon master tame him, and chained him up outside the entrance... he shot fireballs at any goblins that tried to make their way inside, but eventually died due to not having enough protection.  Overall, he was a great defense mechanism, for a while.

Entrance way looked something like this:
X - Wall
D - Dragon
Code: [Select]
    X   X  ^
    X   X  | To Fort
    X   X
 XXXX   XXXX

<- Outside ->

 XXXXXDXXXXX
     XXX

15
DF Dwarf Mode Discussion / Re: Increased Difficulty Parameters
« on: November 03, 2008, 06:40:36 pm »
At the very end of the advanced world parameters, there are a number of parameters such as "Minimum number of High/Mid/Low Elevation/Drainage/Savagery/Whathaveyou squares".  Since you are trying to gen an out-of-the-ordinary would, you should set all of these to a very low number (i.e. 0).

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