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Messages - GFXiNXS

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76
I simply want to stop to express my awe and appreciation of this program. Anything that removes the "time" aspect of a process that has no other facets is welcome. So far it's working fine for me, a d13 user with the Mayday tileset. Well done! I lift my stein to you!

Cheers :) I always wanted full featured sites, and finding them was anything but fun given the sheer number of sites I'd have to filter through, and even then I mostly came up empty handed. Initially this program designed specific to my build, and only allowed searching of all features, which was great for my purposes, though I realised the community might want something a little more tangible, and maleable to their desires.

The original version was 427 lines of badly written code, and the community release, as it stands, is at 2682 lines of badly written code. Definately turned out to be a much bigger project than I originally envisioned.

Anyway, found a nice 5x5 site that I figured I'd share with you guys:
Features: Flux, Aquifer, River, Underground River, Underground Pool, Magma Pool, Magma Pipe, Chasm, Bottomless Pit, Hidden Fun Stuff, Sedimentary Layer with 3 bauxite clusters, trees, sand, access to all civs and 82 z-levels.
-This was made in Vanilla d13. Users of the Mayday package will result in different mineral layers/layouts.
-When prompted about grassland rejects, hit "p".
-Search for everything below flux and when it comes up with the site, nudge it down one to get the additional bauxite and more of the underground river.
Spoiler (click to show/hide)

77
Medium to low should keep you covered. If your looking for features specific to mountain biomes, though, you may be pushing your luck. Where the default finder accepts partial matches, UltraFinder only accepts *exact* matches of your criteria and rejects everything else.

Set UltraFinder to "Run Indefinately" and also to take screencaps of the embark area. Leave it running for a while (like when you duck out to the shops etc) then you should have a nice pile of worlds with the screencaps readily viewable so you can easily discern which is your disired site.

If you are searching for something that would normally be considered unreasonable (magma + sedimentary etc) it would be be wise to create a custom world gen parameter set which will tip the odds in your favour (maxing out the variation and shifting the weightings etc) otherwise UltraFinder will take quite some time to turn up any results (if any).

And yeah, with all the biome specific stuff (temperature/trees/vegetation/surroundings) it will make sure at least one of the biomes contains what you are looking for (so if you add "heavily forrested" to your search items you could very well have as little as 1 tile of woodland and the rest mountain biome - which is where having "run indefinately" turn up multiple results comes in handy). I may expand this in future releases to be able to contain multiple criteria.

78
Thankyou, Thankyou, Thankyou...
-snip-
Again
Thankyou THANKYOU!!!

Thanks for this. Really. Positive feedback is what makes projects like this a pleasure and not a chore.

This sounds like a very good tool here as I often spend hours trying to regen for a good place. Recently, I found a really good spot, but I backed out of it and couldn't find the spot again, even where I knew I was origionally.

If you embarked then abandoned, then tried to search for the location again it will _not_ turn up. It will only show up under the reclaim option.

If you load the region up in legends then press "p" to export a region map it will also give you a bunch of text files in your main directory, one of which will contain the world gen parameters. Append these to the end of your data\init\world_gen.txt file and it will be added to the bottom of the world gen list. Gen it again, and search for the site with those features.

79
Right, I think I have your problem. It would seem your tiles are not of a 1:1 aspect ratio. This throws my program off completely.

If you set your tiles to be 640:600 (given your current 80:50 grid setting) you should be fine :)

The problem with stretched tiles lies in the interpolation. Tiles may not be fixed widths across the board or the colours might be smoothed out when stretched. My program relies on colour information to do the things it does. Reading fudgy colours only leads to misdirection.

Hope this helps :) Sorry for the trouble.

80
Heh, funnily enough I was just thinking this the other day. Not necessarily a complete design overhaul (as the current layout is rather convenient), but more along the lines of just improving the "Beyond quality" insignia and such. As it stands, the "beyond quality" jpeg is a tad ironic :P

Given Toady's consent, it'd be great if various users could all submit their designs for toady to pick from. Things such as logo's, the tiled backdrop etc.

I run a graphics department in a broadcasting corporation and currently spend the majority of my time pumping out graphical elements for a kids program (alongside football and other such junk). As far removed from the nature of Dwarf Fortress as this is, I'd love to sink my teeth into these web elements, and, given the other talent I've seen around, I'm sure there are many more who would like to pitch their bid.

Given Toady's fondness of the good old, I'm assuming that he is already quite fond of the current design. I'd be curious as to what Toady's thoughts are on this matter.

81
OK, no worries. You'll have to wait till I get home in a couple hours unfortunately. Sorry for any inconvenience this has caused and thank you for your patience.

Hopefully nothing major is at fault. I'd appreciate anyone else experiencing issues letting me know, too.

Cheers.

82
Thanks for that. I'm at work at the moment so I can't do much in the way of testing, though I could suggest that you try changing the print mode to STANDARD. The reason I suggest this is that if your screen flickers *at all*, UltraFinder may register screen changes when it shouldn't.

If you have folders in your region directory, clear them out/back them up. Make sure this directory is empty prior to running.

Let me know if this works or not. If it doesn't I'll attempt to get on top of it as soon as I get home.

83
If it's exiting prior to the finder finishing it's run, something is definately wrong. Would it be possible for you to post your Dwarf Fortress init.txt as well as the UltraFinder_Init.txt contents in spoiler tags?

Also, it's highly unusual for it to require a keypress delay of 650. What build of dwarf fortress are you using? Mayday? Vanilla?

Such details would be greatly appreciated. Cheers :)

84
As of current, the way this program works is very primative. In its current state, something like that is likely out of reach without a complete rewrite as a lot of this program is based around the original finder.

Having said that, bringing up unit populations from the embark area is probably something I could do :) - I'll add it to the list.

Depending on the functionality of the next release (whether it would be necessary or not) I'll consider writing a more advanced search app. I know Toady has already recieved a lot of suggestions on his current find feature and the next release may very well make having an external program doing the hard yards obsolete.

85
Hey all, I know it has been a while since I made any updates. Just letting you know this is still a work in progress. I have had little to no time as of late but I have manage to get a bit done here and there.

Because of the time since the last release I figured I'd put this out early. It is currently an experimental build and there are a few ends that aren't as polished as they could be. The previous version is included in the archive as a reserve if version 2.8 isn't working for you.

New features/bug fixes:

- Fixed a bug where only one world was generated (as opposed to nine) prior to clearing the region files. This was causing congestion and a waste of resources.

- You can now set a cap on the number of worlds genned by "Run Indefinately".

- Option to shutdown upon completion. "Force" will force all open applications to close.

- Option to take a screenshot of the embark site and place it in the UltraFinder Sites folder. This option is for "Run Indefinately" only.

- World gen information is now stored in the site found readout. This option is for "Run Indefinately" only.


I'd greatly appreciate any reports on problems people encounter. Your operating system, along with your Dwarf Fortress init.txt in spoiler tags should help me in resolving such issues.

Cheers guys :)

86
DF Suggestions / Re: Descriptive Paragraphs for rooms. (Overview)
« on: July 21, 2009, 06:24:56 pm »
Yeah, that more along the lines of what I was thinking. I was at work when I wrote up this post so I probably wasn't in the best mindset for it. Excellent examples though, I'll revise my post.

The whole reason I brought this up is because of things like bands and dancing being set in motion. Looking at a giant dining hall and seeing a mass of flashing figures, with or without graphical sets, it can be very hard to get a quick glimpse of what is going on. And loo[k]ing at everything can be somewhat of a small nightmare. If key items like bands playing, dwarves dancing, fist fights and brawls, important figures, the general state of the room and the general mood of the dwarves could be conveyed in a few flavoursome lines, it would really take the edge off, and allow the player to paint a picture of his fortress with relative ease.

87
DF Suggestions / Re: Descriptive Paragraphs for rooms. (Overview)
« on: July 21, 2009, 08:07:21 am »
Of course, I knew that was the first thing people would jump on :) This is merely a suggestion, in a suggestion forum. I'm not attributing any priority requests to this concept, - just putting it here to be heard ;)

The adventure mode concept would be great too. For example, a toggleable init setting that enables descriptive paragraphs upon entering important locations.

Upon entering a cave (with the new underground changes), you could be briefed with a small paragraph describing the initial (visible to the adventuring character) surrounds whether it be rock formations, lava, plant life, moving shadows in the distance. Even walking into a town hall or local keep could give you a rundown of the decor. Strange sightings such as all dwarves having golden beards or some-such would be great (I remember Toady stating that if a player decides to cull all red bearded dwarves, they would start to notice, so information like this would be ripe to pluck from the variables at sme point). Having these paragraphs pop up upon entering important sites or being called up at the player's whim should be an option.

I know there are many out there looking for the latest siege updates and actual gameplay mechanics being implemented. I, however, am one of those in it for the immense amount of flavour Dwarf Fortress offers up. We should be thankful to the Toad that he has offered us both sides of the coin, and we must accept that Dwarf Fortress wouldn't be what it is without all facets of the coin being etched.

88
DF Suggestions / Descriptive Paragraphs for rooms. (Overview)
« on: July 21, 2009, 12:46:24 am »
The idea is to have an additional option available when viewing rooms or workshops that gives way to a descriptive paragraph describing the basic nature of what is happening in that room. Key figures such as nobles will be noted along with a basic guideline of what is happening within the room.

As things stand, with or without graphics, looking at a giant dining hall and seeing a mass of flashing figures isn't very descript without glossing over everything with the loo[k] command.

With the new potential of bands, dancing and brawls coming into play, it'll make for a lot of action that the player cannot readily take at a glance.

Things that could be pointed out:
- Nobles, liason etc (what are they doing? what state are they in?).
- Bands playing
- Brawls/fist fights
- Dancing
- The general state of the room (is it sparkling clean? are walls covered in blood and vomit? does it show signs of battle?)
- Infestation (Is the room rife with rats and flies?)
- Smell (does the aromatic fragrance of finely cooked meals fill the room? or perhaps the stench of death?)
- Sounds (can the nearby workshops be heard? are the prisoners screaming? is that the sound of the hammerer dishing out pain?)
- Key historical engravings (maybe it could choose one at random).
- The general mood of the dwarves (are they content? tired? starving?).
- What your dwarves are up to (are they partaking in conversation? idling? scoffing tankards?)

Examples (Will revise these when time present itself):
Spoiler (click to show/hide)

89
DF Dwarf Mode Discussion / Re: World Gen Extremes\/Leaderboard
« on: July 17, 2009, 10:39:15 pm »
Figured I'd put in my two cents.

In all the below instances you MUST hit "p" to ignore all rejects when it comes up with a warning about not being able to place enough grasslands.

Note: These were all found by my program, Ultrafinder: http://www.bay12games.com/forum/index.php?topic=38274.0

4x4 Legendary embark:
The following contains a 4x4 with the following: Flux, aquifer, river, underground river, underground pool, magma pool, magma pipe, chasm, hfs, a small patch of sand and around 90 z-levels.

World Gen Perameters:
Spoiler (click to show/hide)

5x5 Legendary embark: Bugged site with a waterfall generating in the chasm tile.
The following contains a 5x5 with the following: All civs, Flux, Aquifer, River, Underground River, Underground Pool, Magma Pool, Magma Pipe (Exposed Volcano "The Slow Volcano"), Chasm (Exposed with a waterfall midway down... wtf?), Bottomless Pit (Exposed), HFS, Sand, Trees (Few), Sedimentary Stone (Shale), Economic Stone (Marble, Lignite), Bauxite, 83 z-levels, Elves at WAR.

World Gen Perameters:
Spoiler (click to show/hide)

6x6 Legendary embark: - If you aren't using Mike Mayday's DFG with this world gen, the mineral layouts will be different.
Features: All neighbouring civs, Flux, Aquifer (2 Z-Levels), River (Brook: Coalsprings), Underground River, Underground Pool, Magma Pool, Magma Pipe, Chasm, Bottomless Pit, HFS, Sand, Trees (Plentiful), Sedimentary Layer (Limestone) + More bauxite than you'll ever need, Goblins at WAR (With civ: "The Labor of Drills")

World Gen Perameters:
Spoiler (click to show/hide)

90
Alright, I have an idea of what it might be. Gotta rush off to work at the moment, but I'll see what I can do :)

EDIT: Yeah, I've got it, I'll just throw in another simple feature and call it a day :)

EDIT2: Or not... seems I might have hit a limitation with the current design of the program and shaded character sets. I'll look into it further, but there might not be a workable fix without redesigning the whole app... which isn't going to happen with my time as it is. We'll see how I go. So long as you can at least use this in one way or another, it can still serve its purpose. Cheers guys.

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