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Mafia / Re: Games Threshold Discussion and List
« on: March 06, 2010, 02:31:54 am »
We're down like 4-6 prolific players: me, Zai, daka, and Vector.
HEY LEAFY: Dakkarian.
HEY LEAFY: Dakkarian.
March 6, 2024: Dwarf Fortress 50.12 has been released.
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You can change these to ALWAYS and NO. More restrictive world parameter settings override these. ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).
[SHOW_EMBARK_RIVER:ALWAYS]
[SHOW_EMBARK_POOL:ALWAYS]
[SHOW_EMBARK_M_PIPE:ALWAYS]
[SHOW_EMBARK_M_POOL:ALWAYS]
[SHOW_EMBARK_CHASM:ALWAYS]
[SHOW_EMBARK_PIT:ALWAYS]
[SHOW_EMBARK_OTHER:ALWAYS]
[SHOW_EMBARK_TUNNEL:ALWAYS] The default is :FINDER] which lets you use the embark site finder to find said features. And, at least for the round features (pipes, pools, pits) it's really really easy to find them if you know what embark square they're in. UGrivers are hardest that way, chasms are pretty hard to miss, and Other Features are sort of tricksy.361. if (obj->otyp == LONG_SWORD && obj->quan == 1L
362. && u.ulevel >= 5 && !rn2(6)
363. && !obj->oartifact
364. && !exist_artifact(LONG_SWORD, artiname(ART_EXCALIBUR))) {
So, I hope i'm not sounding dumb here, but i've noticed that SS displays magma when there's no way I would have known it was there. This feels a little cheaty... is there any way to turn this off?D'you use :NO] on your features?
(i'm using the d18 compiled version that was linked in this thread a few pages back)
Okay, so today, I started as a knight. I hate knights, and I was expecting to die early. I found a wand of wishing on dlvl2, and wished for a gray dragon scale mail, and wrested an amulet of life-saving. (Realized two minutes later that I should have wished for blessed scrolls of recharge.) By chance, found a scroll of enchant, scale mail is now +5. YASDed by hitting a floating eye (it had moved from its original spot) and was killed and revived. Beat off my attackers, and hit exp level 5. Proceeded to look for a fountain to dip longsword, but it became rusted from a water trap. (Argh.)I'd castigate you but my recent game started similarly foolishly (wishing, "oLS to YASD-prevent).
My personal plan is to create 8 monochrome textures, 2 for each classification of stone... I posted a list on this thread some time ago, but I can't seem to find it to reference.You can't find it because...you didn't post it.
Made a list of all the sprites Stonesence could need. I don't know how comprehensive it is because I know there is allot missing and allot that could use the same sprite. I'd put this on the Google code wiki but im not a committer so if someone else can or set up a better wiki that would be appreciated as this list needs the help of others.Spoiler (click to show/hide)
Sorry, the limited number OF strings.QuoteFor example, say you have the input string "foobar" with the cursor blinking over the "b" character. Now you press Delete (^?). The string should then become "fooar" with the cursor on the "a". However if you were to press Backspace (^H) the string should then become "fobar" with the cursor still on the "b".I am under the impression that you can't internally edit any of the limited number strings you may input in DF, which rather obviates the problem.
I don't know what "limited number strings" means in this context. Can you explain what you mean? I'm under the impression on Linux and OS X in TEXT mode, ncurses is being used for both terminal output *as well* as terminal (keyboard) input. If this isn't the case, how exactly is the input obtained? fgetc() on a stream? getchar() which reads STDIN? Talking to the tty directly using termios(3)?

Waterfalls aren't going to look nice until you make the lesser tiles adhere and possibly cohere (since the code and art are going to be so similar). CheckBut, this reminds me of the issue of ramp tiles with water. Which would take rather many sprites, unless you figure out something.sixfive- way-occupancy(NSEWUD) for (solid) and (water), choose art based on that and 'depth'. Then, a waterfall will cling to the surface it's falling along, and you won't get the "pancake effect". Of course, one can take this anywhere from simple (is_occupied, 448 arts maximum) to crazy (checking each adjacent tile's answer to this algorithm) in terms of code and art to sink into it.
It'll be a hell of a lot faster to just render these things than to draw, that's for certain.a thought. What's stonesense do right now in the ramp+water case? Ramps would present an easy(Ha) case of stealing their calculations and surfaces.Spoiler: Degenerating cases... (click to show/hide)
edit: Can't for the life of me remember (or find) what the "this number is binary" prefix for C++ is, or if it exists. 0b?
| Sevenths | Sixteenths nearest | Height used in spritesheet presently |
| ? | 0 | |
| 1/7 | 2/16 | 2 |
| 2/7 | 5/16 | 4 |
| 3/7 | 7/16 | 7 |
| 4/7 | 9/16 | 10 |
| 5/7 | 11/16 | 13 |
| 6/7 | 14/16 | 16 |
For example, say you have the input string "foobar" with the cursor blinking over the "b" character. Now you press Delete (^?). The string should then become "fooar" with the cursor on the "a". However if you were to press Backspace (^H) the string should then become "fobar" with the cursor still on the "b".I am under the impression that you can't internally edit any of the limited number strings you may input in DF, which rather obviates the problem.