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DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 05, 2009, 02:55:56 am »Behold: Boatveiled.
:O Holy crap. That's awesome!
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Behold: Boatveiled.
The easiest solution would be to have a list of possible textures/bump maps and to pick one at random. This could then be made more specific later.
Okay. I'm afraid, but I have to ask... Kittens of war?
So, next step is to drop the useless bits on the other rooms, then go back and see what I've got left, after that, its playing with textures and planes to see what else I can do.
It might be a good idea to put them in the app now just to check them out - as a replacement for statues, for example. That might reveal exactly how bad performance problems would be, I suppose.
You still haven't answered my question, though. If it's a mandate, then gem windows wouldn't count because they're buildings, not items.

This problem, and 50 other permutations thereof, have been reported and acknowledged about 400 thousand times.
(as an aside, please feel free to share worlds with interesting stories or topography so those of us who prefer that sort of thing can benefit)
Just posting here to later edit in the seed for a world with very interesting topography.
Imagine, a large central mountainmass ruled by dwarves, in the mountains is a large inland ocean(On top of the mountains I think actually), in the middle of that ocean is another island, also owned by the dwarves.
In the middle of that island is another ocean, and in the middle of that ocean is a mountain.
The only way to the first ocean is over dwarven roads.
I suggest that the table model be made wider, such that groups of tables form a single cohesive surface.
did snow white and the seven dwarfs have anything to do with the decision for the number of dwarfs at embark?
All of which completely fails to take into account the fact that in the games industry DF is a gigantic outlier. Attempting to apply standard marketing and development plans to DF is a complete and total waste of time, because it does not even remotely fall into the expected ranges.
DF is one of those one-in-a-million games that should never have even got off the ground and nobody expects will see completion. The fact that it's gotten as far as it has is Toady's triumph against massive odds.
I should also add that judging a movie by it's script is incredibly foolhardy. When DD's are made by big companies they tend to be fairly static (if they're done right), scripts on the other hand are incredibly fluid.
A modern combat helmet today is made to stop grenade shrapnel. Any normal .22 rifle round will penetrate it all the way through.
Soon, by Armok I hope it's finished soon
A combination of making more changes than I expected, some of them taking a long time and me not having much free time (I've been reduced to getting up early before work to get some debugging in) means it's quite late. It's close though.