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Messages - Simmura McCrea

Pages: 1 ... 150 151 [152] 153 154 ... 165
2266
DF Modding / Re: Making a modded race use bows
« on: August 30, 2009, 12:03:17 pm »
In entity_standard, under the race's entry:
Code: [Select]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
And they won't touch the bows when I assign them to.

2267
DF Modding / Making a modded race use bows
« on: August 30, 2009, 11:56:36 am »
How would I go about doing that?

2268
DF Modding / Re: A quick question on aquifers
« on: August 28, 2009, 03:12:47 pm »
All right, I'll give that a go.

2269
DF General Discussion / Re: Lion Melted Fat Splatter
« on: August 28, 2009, 02:58:03 pm »
Yet.
This could be applied to just about any feature imaginable - from realistic cave-in physics to quantum mechanics.

2270
DF General Discussion / Re: Lion Melted Fat Splatter
« on: August 28, 2009, 02:54:56 pm »
I thought schmalz was specifically chicken fat.
Let's be honest... DF isn't above a specific term for melted CHICKEN fat....
Yes it is - chickens don't exist.

2271
I did at first, and the same thing happened. Turned them off, no change.

2272
Okay, so I tried the new version, and found this:
Spoiler (click to show/hide)
Everything's transparent. And I mean everything. The little specks are my dining room, bedrooms and noble's rooms. The black thing is the bottom of my chasm, 30 odd z-levels down from the tower the camera is beside, with the tower semi-visible.

Code: [Select]
Anti-aliasing not available with 16 samples. Choosing best.
Anti-aliasing: 4x MSAA
Shaders disabled
Vertical sync disabled
Anisotropic filtering level 16
Version 0.28.181.40d is supported
Version 28.181.40d11.win is supported
Version 28.181.40d13.win is supported
Version 28.181.40d14.win is supported
Version 28.181.40d11.win is supported
Version 0.28.181.40d detected
Reading map with size (12, 12, 40)
Reading material information...
Matgloss type 1 read. 230 total
Matgloss type 2 read. 26 total
Preparing to read map...
Reading blocks...
Creating Imposters...
FBO created (2048, 2048, depth_rbo)
RenderTexture 'ImposterRenderTexture0' created
RenderTexture 'ImposterRenderTexture1' created
ImposterCollection built -
    Target size: 2048
    Target count: 2
    Mesh count: 64
FBO destroyed
Initialising geometry pager...
Creating geometry...
Transferring geometry to GPU...
Loading textures...
Generating shadow map...
Done

Also,
Spoiler (click to show/hide)
Again, the transparancy, but don't you think that's a little steep? It's only 8 z-levels.

2273
DF Gameplay Questions / Re: Pain: Game Effect?
« on: August 28, 2009, 11:03:04 am »
More likely to pass out if in extreme pain is all, I think.

2274
DF Adventure Mode Discussion / Re: how to kill a tentancle demon.
« on: August 28, 2009, 11:01:39 am »
Train ambushing to legendary, bring lots of stuff to throw. This works with anything in the game. Also, bring some Japanese schoolgirls to distract it.

2275
DF Modding / Re: A quick question on aquifers
« on: August 28, 2009, 09:45:35 am »
That could be possible. I'll give it a go.

EDIT: Would it be possible to mod in a soil layer that is never actually used and add the aquifer tag to that?

2276
DF Modding / Re: A quick question on aquifers
« on: August 28, 2009, 05:47:01 am »
Yeah, I have removed the tag from the soil, and I was digging in stone, 2 z-levels below the nearest water source.

2277
Woo, another bug. Playing DF 40d13, on XP, modded game, if that's any use.

Code: [Select]
Anti-aliasing not available with 16 samples. Choosing best.
Anti-aliasing: 4x MSAA
Vertical sync disabled
Anisotropic filtering level 16
Loading vertex shader 'Default.vert'
Loading fragment shader 'MatGlossBlend.frag'
Failed to load shader Default.vert:MatGlossBlend.frag

And the VisualFortress.exe tells me "Failed to load terrain material".

All I'm trying to do is load up a small fortress to have a look at it.

2278
DF Modding / Re: A quick question on [*_PREF] tags
« on: August 27, 2009, 10:56:21 am »
All right, cheers. Next question, on aquifers. Having removed the aquifer tag from every layer that contained it then generating a world, I assumed I wouldn't ever find any aquifers. I found an embark location without any aquifers noted on any biome, and proceeded to build. Shortly later, I hit an aquifer. Re-checking the raws shows that the stone type with the aquifer does not have any aquifer tag. What the hell is going on?

2279
DF Modding / A quick question on aquifers
« on: August 26, 2009, 01:23:25 pm »
[WOOD_PREF] is what makes an entity make and use wooden weapons, right? And if so, can a species with this make them in Dwarf Mode?

EDIT: Answered, see below for the aquifer question.

2280
I think of the nobles as dwarves and the working class as dorfs, in a similar way to that where my countrymen tend to think of the working class as people and the upper classes as 'posh bastards'.

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