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DF Community Games & Stories / Re: Skyscrapes 2: Scrape Harder! (succession)
« on: August 08, 2012, 08:22:30 pm »
I'll put Japa in the voluntarily skipped, so he can jump in at any time.
EmeraldWind's turn.
EmeraldWind's turn.
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Toady's going to need to make a bigger default tileset sooner or later. The problem, of course, is that under the current system each tile only needs to call up one byte for shape and, what, four bits for color?
Does anybody have any idea how much, if at all, FPS would be affected if the default tileset were 32x32 (thus, four times larger than currently) instead of 16x16?
The big problem with expanding the tile let is that it's designed around ASCII, which only only has 256 values. This is what allows it to run without graphics on text-only displays (think dfterm). Adding more tiles breaks the ASCII and would change a LOT of things. I immagine there is an aweful lot of code where things are defined as char type that would have to be changed to ints. Code could rely on some of the special things you can do with chars. I have to imagine that it would be a huge amount of work to change something so fundamental. It also has a lot of potential to reintroduce bugs all over the codebase. I agree that it would probably be the single best thing feature in recent memory, but the programmer in me cringes at the thought if doing it.
And a lossless compression algorithm that will compress any file.
Okay, on to NCommander.
Hate to continue the trend, but I've got limited connectivity and virtually no free time for the next two-ish weeks. Please bump me down a few turns (I may beable to play earlier but can'tsay for certian)