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Messages - Rafal99

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376
Hello everyone!

I am a Spring player since a long time, I may help if anyone has any questions. Actually Spring is where I have discovered DF, there is big sticky DF topic in Spring forum.

There is #DF channel in Spring client, we may talk there and organize games.

As for a problem with mod and map downloading, you can use Spring Downloader. It is another game client, which automatically downloads mod and map when you join a battle (well occasionally download fails, then you should join battle again to redownload and it should work).

You may also like to try Complete Annihilation mod, it is a newer mod in constant development, shares some elements with BA but has new models, effects, faster gameplay, and many other special features. Unfortunately it doesn't have a big player base like BA so it is much harder to get a game.


Can anyone tell me the difference between dynamic and bump-mapped water?

Dynamic actually deforms the water, makes waves etc when ships move, or stuff explodes in water. But it is very CPU and GPU intensive, and doesn't work on some graphics cards so I wouldn't recommend it.
Bump water has all the same graphical effects plus some additional, but doesn't do complex physics.

377
Other Games / Re: Goblin camp
« on: June 19, 2010, 08:02:06 pm »
Calling it DF clone is a bit much, looks more like a quite simple DF-based game. There is nothing impessive there imho, but it can become quite a fun to play game if more features are added. The interface is nice, would be great to see something similar in DF, it is really nothing hard or time consuming to make a relatively nice interface. I wish the project everything good.
Wall building with mouse and some other things would be so awesome in DF.

378
Systematic streamlining and optimisation will probably take place after we hit v1.0.

By which time we WILL all have quantum computers. :P

By that time DF will have so much features that it will run with 5 fps on quantum computers...
We need some serious optimization earlier imho, fortunately pathfinding rewrite is part of the siege improvements so it should come in the more or less nearby future.

379
Posting so I won't forgot to try this later. Looks like an awesome utility.

380
Life Advice / Re: Yet another buying a computer thread
« on: June 17, 2010, 09:49:53 pm »
From what I heard from friends and family, a lot of bad (and explosive!) batteries and chargers are from Dell.

Fixed. Just 2 letters.

381
DF Dwarf Mode Discussion / Re: Automatic Portcullis?
« on: June 17, 2010, 09:36:05 pm »
Use water logic. The pressure plate enables a pump which pumps a water into a 1x1 cistern. In the bottom of the cistern there is a pressure plate enabled by water which opens/closes whatever you want. You need another pump enabled by either manually pulled lever or by pressure plate which will pump the water out of that 1x1 cistern, and that way reset the whole stuff to zero.

Side view:
Code: [Select]
Pump1 Pump2
   |  |
   V  V
  %% %% -> drain
WWXX^XXXX
XXXXXX

W - water source
X - walls / floors
^ - pressure plate where water is dropped onto

Pumps of course connected by gear assemblies with can be switched on/off to the power source.

382
Well I never remember which is named Manhattan, square or diamond.

Anyway xdist+ydist+zdist gives diamond.
maximum(xdist, ydist, zfist) gives square.
xdist = abs(target_x - source_x), same for others.

Euclidean distance doesn't require sqrt as I said before, so it will probably be faster than calculating both above distances at the same time. And more accurate.

383
@madk: Programming related stuff.

Spoiler (click to show/hide)

384
DF Suggestions / Re: (Hopefully) a simple optim for temperature
« on: June 17, 2010, 11:34:10 am »
Nice idea. This could be applied to cave-ins too.

385
I really doubt that dead goblins sitting in the unit list have any significiant impact on FPS.

Generally speaking about DF performance I hope Toady's code doesn't contain simple mistakes, that can screw preformance very badly. Things like unnecessary copying of large objects instead of pointers to them for example. This could be the first thing to optimize if such things happen in the code.
Concerning dwarves searching for items, and checking distance to every item, if this is done that way, it should be optimized. Distance calculations should avoid sqrt() which is expensive if they don't already. You can compare squared distances as well as original distances. Checking every item isn't necessary either, you can divide the map into smaller areas containing lists of items inside them, and check the closest areas first. There are things like QuadMap which let you check items from the smaller nearby area first, then progress to larger ones if not found. This is how it is done in games or phisics engines where lots of moving objects iteract which each other. Checking vs every item is usually the least efficient method.
Well these are some things concerning DF performance I was thinking about. It is all very hypothetical, since I have no idea how good or bad DF code is and what methods it uses.

386
DF General Discussion / Re: I miss "Sever on break"
« on: June 16, 2010, 11:45:25 am »
Or swords, but axes better.

387
DF Adventure Mode Discussion / Re: the rare bronze colossus
« on: June 16, 2010, 11:42:00 am »
I got from no experience to Legendary Wrester and Fighter after about 5-7 moves with a cyclop. It wasn't even a real wrestling, he just grabbed me by my bronze low boot and I tried to excape from him.

388
DF Dwarf Mode Discussion / Re: Wonder how most forts fall?
« on: June 15, 2010, 12:07:25 pm »
I usually have too MUCH food.

Me too. I frequently run out of stockpile space for it and have to dig more, while excess food rots in the kitchen...
Also barrels for drinks are much bigger problem that drinks themselves.

389
DF Dwarf Mode Discussion / Re: Wonder how most forts fall?
« on: June 13, 2010, 02:33:44 pm »
Quote
And strangely, boredom strikes more when the fps is lower

I wonder if science could figure this out...

I am rarely getting bored while FPS is still high.
With less FPS, seasons take more time, every project takes longer to complete, and less interesting stuff happens at a given time, so game is generally much more boring.

390
DF Dwarf Mode Discussion / Re: Wonder how most forts fall?
« on: June 13, 2010, 12:34:48 pm »
Low FPS, boredom, or simply more interest in new fort with new ideas.

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