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Messages - personjerry

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1
Can we get this updated for 40.01 please :)

2
DF Adventure Mode Discussion / Weird body parts
« on: August 29, 2010, 09:56:02 am »
Okay guys so there I was bashing away at a wolf, picking up after myself, and what do I find?

A Wolf left eye tooth.

These wolves have teeth in their EYES now. That's pretty dwarven.


Edit: Cept I feel pretty stupid now, eye teeth are AKA canine teeth.

3
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: September 19, 2009, 03:23:47 pm »
EDIT: Found a fix... very strange, it works if I just run using this command:

./df ./libs
Now that's strange. It should make absolutely no difference.

Does it work if you specify some other directory? An arbitrary different directory? A nonexistent directory?

Anyway, I'm working on adding extra logging to DF so we can figure out why it's failing, for those of you having crashes. Might take a week or two.

sorry it took so long to respond, i'm forgetful xD

I gave up again after it started segfaulting when starting a fort :( guess it's back to 40d15 for me

WAIT, EDIT: the answer to the questions are: (the first two are the same?) yes, and yes. In fact, it seems to only segfault sometimes if i use ./df by it self

4
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: September 03, 2009, 09:49:33 am »
error running 40d16:

[abc@abc-system]@file:/df.16$ ./df -sound_output ALSA
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
Segmentation fault
[abc@abc-system]@file:/df.16$

On the other hand, my 40d15 (i think that's the version, it might be earlier) still works. Good thing I didn't delete it. Any workarounds?

EDIT: From the previous version working and the fact that I'm a developer who works with SDL/OpenGL, yes I have those libraries installed.

I am running Ubuntu Linux 9.04, 32 bit edition.

Strangely, the 40d16 works if I download the Windows version and use WINE.


EDIT: Found a fix... very strange, it works if I just run using this command:

./df ./libs

5
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: September 02, 2009, 09:23:20 pm »
error running 40d16:

[abc@abc-system]@file:/df.16$ ./df -sound_output ALSA
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
Segmentation fault
[abc@abc-system]@file:/df.16$

On the other hand, my 40d15 (i think that's the version, it might be earlier) still works. Good thing I didn't delete it. Any workarounds?

EDIT: From the previous version working and the fact that I'm a developer who works with SDL/OpenGL, yes I have those libraries installed.

6
DF Suggestions / Re: Depth by darkening
« on: January 23, 2009, 01:24:39 pm »
yes wouldn't it get confusing, shading on a 2d surface? by defn of birds eye view that doesn't make sense for different layers.

7
DF Suggestions / Re: Isometric rendering (2.5D) for Dwarf Fortress
« on: January 23, 2009, 09:56:10 am »
Notice, however, that your 'high quality tiles'  cannot have variable sizes as with the sprites, or are otherwise very limited in size.

The point of the isometric drawings, is, in fact, simplicity while adding 'better' art, allowing more possibilities than a simple 'font' tileset as DF currently has.

A single sprite should not be able to cover the sprite behind it completely, thus walls should be fine.

The thing about rendering 'isometrically' is that it can work the exact way it works right now -- that is, one z-level at a time. This allows more intuitive controls than a 3-d rendering, and would probably be more efficient in terms of fps as well.

Note that this is only a suggestion, I will probably not attempt this myself. But just like creature graphic sets now, the drawing system should be able to load different graphics, which would have to be drawn, and differently from the current tilesets I would imagine, but that's what this community is for, after all.

8
DF Suggestions / Isometric rendering (2.5D) for Dwarf Fortress
« on: January 22, 2009, 08:08:51 pm »
I was reading the 3D dwarf mod thread (http://www.bay12games.com/forum/index.php?topic=29907.0), and it seems to me that many people find it inefficient, unneccesary, or a hindrance. In addition, the general way of play it would require is still similar to that of 2D dwarf fortress, at a relatively slow speed (fps). So I suggest that 3D only be used as occasional screenshot taking methods for megaprojects, significant constructions, especially because many of us tend to build in mountains, which would be extremely hard to view and use in 3D. As a solution, I think Dwarf Fortress should render images isometrically -- that is, still use 2D sprites, but have possible overlap between them, so that these images can be sized differently (instead of the boring 16x16), can have possible animations, and improve potential to DF, and possibly the fps as well. Anyone who has played the Battle For Wesnoth should know what I am referring to. Sprites should have size limits, though, so that one cannot fully block the sprite behind it or beside it so that mountainous regions should have no problems.

For those of you who haven't played Wesnoth, I urge you to (http://www.wesnoth.org)
But you can still get an idea of what I mean through this screenie. Think this image, but on a square grid, and probably more squished:

9
DF Dwarf Mode Discussion / Re: The Best Bed EVER
« on: January 19, 2009, 07:48:21 pm »
that could be quite comfy seeing how soft pure gold is... but imo dwarves would collapse the bed, causing a tantrum

10
DF Bug Reports / Re: Spontaneous combustion!
« on: November 17, 2008, 07:47:48 pm »
Perhaps when the magma 'disappeared' it only 'disappeared' from view, the surrounding tiles still contain the 'phantom magma'.

11
DF Dwarf Mode Discussion / Re: Cheats for Newbies
« on: November 02, 2008, 12:43:49 pm »
Ya can't really have cheats when there's no way to win the game. But to prevent you from losing--how about sealing off the fortress completely from the outside world? Then have everyone farm. Can't possibly lose.

12
QDB recently recovered by with help by http://www.idologic.com/

13
DF Gameplay Questions / Re: animal training woes
« on: September 20, 2008, 05:14:08 pm »
You can't choose which animals to train.

14
DF Dwarf Mode Discussion / Re: Artifact metalsmith
« on: September 03, 2008, 05:19:58 pm »
Actually if you save before the artifact is finished and reload each time you don't get the right item, you can 'choose' which artifact you get. You still can only get items appropriate from that workshop though.

15
DF Adventure Mode Discussion / Re: Mountains
« on: August 26, 2008, 03:16:58 pm »
deity's don't actually exist
they're things people believe in (like gods)

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