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Messages - mendonca

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752
DF General Discussion / Re: new version release date (again)
« on: January 15, 2010, 07:40:12 am »
Are you guys still waiting for the next version?

That was sooo 2009. I'm already waiting for the version after that.

753
Spoiler (click to show/hide)

754
Urist Presley

You aint nothing but a beak dog .... crying all the time ...

sorry

755
Creative Projects / Re: +The Engravers Guild+
« on: January 14, 2010, 01:10:45 pm »
Something I am working on ... any critique welcome ...

I think I am going to call it:

"Guys, there's a funny blue stone here, and it smells of magma, I think we've struck lucky!"

Spoiler (click to show/hide)

756
DF Gameplay Questions / Re: How high till a creature explodes on impact?
« on: January 14, 2010, 11:00:28 am »
Just because you went out of your way to answer this I thought I would go out of my way to reply  ;)

Quote from: Eagle0600
I think you have the wrong idea of what terminal velocity is.

Terminal velocity is not just a velocity you reach at which you instantly stop accelerating. In fact, your rate of acceleration is constantly falling due to the increased effects of friction.

"drag" force, as I was taught, is equal to the drag cooefficient times the density (of air, normally) times the velocity squared, all divided by two.

So yeah, the deceleration increases with the square of the velocity, all related to the 'drag coefficient' which as you will know is a function of the shape / roughness of the falling body.

Quote from: Eagle0600
Terminal velocity is just the point at which friction and gravity become equal.

All of this means two things:
1. Your velocity as you fall will be a curve, not a straight line that stops.
2. You can alter your terminal velocity by altering drag/friction.

Maybe we should have a token in the raw files for the drag coefficient of a falling creature, perhaps a different one for the creature when it is unconscious as well, as it would probably take on a different shape. We would probably need a way to model the vortices shedding off falling cylindrical bodies? And no doubt the next version should have the ISA tables so we get the correct air densities at differing heights above sea level.

Oops ... I think I might be being a bit facetious. Sorry about that.

Quote from: Eagle0600
Also, just in case you thought it does, terminal velocity has nothing to do with when you die from a fall.

Why not though? Does a slower creature not have relatively less kinetic energy than a faster one? An equal creature that stops speeding up earlier is going to be slower than one that continues speeding up for longer, ergo will need to dissipate more energy when they eventually contact a solid surface? This would tend to lead to more broken limbs?


The issue I was mainly trying to deal with, (which had I have spent as long as I now have explaining myself in the first instance would probably have been clear :) ) was that a fluffy mouse would be better at surviving falls than a sleek horse.

Also as was mentioned by Sphalerite we do indeed need a better physics treatment. And the absolute fundamental thing would be, we would need to know the height of a z level. I am sure this won't go in for quite a while.

So really I just was trying to propose a simple, easily implemented model that would improve on the current "constant velocity, but various damage based on height" model now. Not interested in absolute physical accuracy, just something that might generally be quantitavely correct (or at least appear to be).

And of course I just want to see more horse limbs being snapped. By falls. And somewhere to take them subsequently to turn them in to pet-food and glue.

757
Other Games / Re: The Old Games Nostalgia Thread
« on: January 13, 2010, 04:56:30 pm »
Arcades:

Nemesis. This was the only game I seemed to play, and I never got past the first baddie.

Commodore 64:

Mr Robot and his Robot Factory (for the level design function ... I was amazed)
Sabre Wulf
The Designers Pencil

All probably complete shite but they had me enthralled. And I couldnt play/use them.

Amiga 500/1000:

Sensible soccer, sensible world of soccer, cannon fodder 1 & 2
Skidmarks
Supercars 1 & 2
Syndicate
Populous

ooh .... and Menace. My dad used to play that with us non-stop.

Also going round to my friends house and getting whooped on F1, 2-player. Class.

Anything else counts as recent memories for me. Had a mega drive but can't think of anything that really stands out, to this day. Maybe D&D Warriors of the Eternal Sun, you could beat a hill giant as a level 1 rogue by just standing behind a boulder and slinging him to death. Good times.

758
Creative Projects / Re: +The Engravers Guild+
« on: January 13, 2010, 04:58:50 am »
I quite like it ... looks very natural.

Had a thought about the mountain, the answer is probably:

Reference Pictures:

http://images.google.co.uk/imgres?imgurl=http://www.panoramio.com/photos/original/14323582.jpg

http://www.fujisan-3776.jp/english/gallery/gallery.htm

759
DF Gameplay Questions / Re: How high till a creature explodes on impact?
« on: January 12, 2010, 05:02:27 pm »
This all begs the question: Will the new version creature raws have a TERMINAL_VELOCITY_WHEN_FALLING tag?
I think that would require a more realistic treatment of physics and velocity first.

Creatures and objects in DF fall at a constant speed throughout the entire fall.  They do not accelerate.  They do, however, take more damage the further they fall, despite the speed being constant, so there must be some invisible momentum counter that keeps track of how far they've traveled.

Ooh, thanks, I didn't know that.

I wonder how simple it would be to apply an (m/s/tile) acceleration per tile, then limit the velocity of a creature to its TERMINAL_VELOCITY, then perform an impact test as the creature hits the ground ... ? Sounds simple (relative to new materials etc.), probably isn't.

And I suppose modelling tossing creature's off things isn't a priority!

760
Creative Projects / Re: +The Engravers Guild+
« on: January 12, 2010, 04:59:25 pm »
EDIT 2: FINISHED! Tell me what you think. Don't be too harsh? :)

I very much like it ... I think the foreground of the picture works VERY well, that almost looks like a 'touched-up' 3D render .. the lighting / volume / shapes look VERY good there.

I think the middle bit of the picture is good, love the little people (alright goblins) hiding away, and I like the concept/composition, but (really don't want to sound negative, more try and offer a thought or two) I think maybe the moonlight is a bit wrong on the rocks. Like maybe it should get duller as you go further in the cave, or something. Or some 'fog' as you go back through the cave. Can't really comment as I'm no expert, but I think there should be some sort of variability there.

Considering the standard of the rest of the picture, the mountain maybe looks rushed? I know I am extremely tempted to rush bits of painting as I get further in ... I also struggle to do 'low detail' bits well.

All in all I like it and I want to see more ... that's my two cents ...

761
DF Modding / Re: Project: adding the missing values to the raws
« on: January 12, 2010, 11:33:08 am »
It's not clear whether people are still working on this, but if you are, you may be interested in:

www.matweb.com?

It has a whole load of information which is reasonably difficult to get to (searching for nickel gives hundreds of returns as it has obscure alloys, trade names etc.)

Seems potentially useful though, see example information for Nickel:

http://www.matweb.com/search/DataSheet.aspx?MatGUID=e6eb83327e534850a062dbca3bc758dc&ckck=1

762
DF Gameplay Questions / Re: How high till a creature explodes on impact?
« on: January 12, 2010, 11:20:24 am »
This all begs the question: Will the new version creature raws have a TERMINAL_VELOCITY_WHEN_FALLING tag?

Surely it's a must!

763
Also it would be neat to see a wolf try to attack a porcupine, get driven off with a face full of needles, and you kill the wolf later and find the needles on the corpse.

I was thinking about something like this a bit ago ...

The game could do* with a pre-game (world-gen) match-up (or series of match-ups) between each creature that is likely to face each other, then they would all store a little bit of history of the fights, which would inform the AI of the beast in the world.

This would be the bit where a Magma Man learns that all he needs to do would be hold Dwarfs, Elfs and Humans by the face for long enough to boil the respective brain, and inevitably win. Rather than swinging randomly with some sort of improv magma-man kung-fu.

And also where the wolf learns that a porcupine is not a viable lunch.

Emergent behaviour, mod-compatible, but *I have no idea whether this is even remotely practical, from a programming point of view.

764
DF General Discussion / Re: Fan art competition!
« on: January 10, 2010, 04:43:11 am »
... Should I do it?...

DO IT!!

We need to see more of your pictures. Now get to it!

765
Creative Projects / Re: +The Engravers Guild+
« on: January 10, 2010, 04:42:08 am »
EDIT: found one!

That is very cool. Feels/looks like a nightmare.

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