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Messages - CobaltKobold

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241
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.

242
DF Modding / Re: Stonesense - Official thread -
« on: March 06, 2010, 02:30:28 am »
Well certainly, but I'm saying that there are other legitimate, game-included ways to know about it.

jugglervr:
Code: [Select]
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.

Did that answer your question?

243
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 06, 2010, 01:52:05 am »
...Wow.

244
Other Games / Re: Nethack
« on: March 06, 2010, 01:44:05 am »
Always BUC-test a book. Unless maybe you're a wizard. Then, never try difficult books unless you BUC-test.
Also, it doesn't care if it's rusty:
Code: [Select]
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))) {

245
DF Modding / Re: Stonesense - Official thread -
« on: March 06, 2010, 01:42:40 am »
jugglervr: I mean the site finder settings, for underground rivers, UG pools, magmapipes, bottomless pits, chasms, magmapools, and "other features". Which would be one way to know something's there.

Dark_Tundra: My mistake. I expect "lusterous"[sic] caused it to not show up in my search.


246
DF Modding / Re: Stonesense - Official thread -
« on: March 06, 2010, 01:35:25 am »
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?
(i'm using the d18 compiled version that was linked in this thread a few pages back)
D'you use :NO] on your features?

247
Other Games / Re: Nethack
« on: March 06, 2010, 01:34:09 am »
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).

Excal is freed of all rust when you get it though, so don't worry.

248
Nope, we've got Smeerps

249
DF Modding / Re: Stonesense - Official thread -
« on: March 06, 2010, 01:30:27 am »
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)

250
DF Modding / Re: Stonesense - Official thread -
« on: March 06, 2010, 01:25:59 am »
I don't like the sides of it.

Also, on reflection, I think the fakefloor is the 8th of 7. But water, like all else, doesn't obey 'olume so much.

Archimedes could not please the king.

251
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 10:40:53 pm »
Quote
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.

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)?
Sorry, the limited number OF strings.

that is, there are relatively few places where you input a string to DF, and I don't recall any of them allowing you to use Left to edit your input instead of requiring you to backspace to that position.

My left key is broken though, so I can't test/verify that.

252
DF Modding / Re: Stonesense - Official thread -
« on: March 05, 2010, 10:38:56 pm »
I knocked out cardinal waterfall tiles, SENW, 6-1 (7/7 is obviously going to just be normal)


Untelligent: I keep saying that, but...

253
DF Modding / Re: Stonesense - Official thread -
« on: March 05, 2010, 09:41:46 pm »
Well, it doesn't work so well for static, nonfalling magma, which there's sure to be much of in established forts.

The solution is one something like the ramp code, checking neighboring(UDNSEW) tiles for the same liquid (water if water, lava if lava) or walls and, possibly using the seventh bit for ground underneath separately from water underneath.
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). Check six five- 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.

Spoiler: Degenerating cases... (click to show/hide)
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.

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?
But, this reminds me of the issue of ramp tiles with water. Which would take rather many sprites, unless you figure out something.

Anyone know how it works presently? I suspect "it doesn't" due to neither binary draworder working nicely- cyclical overlap.

Given prior optimisations in the ramp code I'm sure you'd use a LUT instead of the pseudocode suggestions I wrote above.

But, if we ignore the ramps for now, then one can get away with a mere 60 new sprites. You'd only need draw 6 really once you get that diagonal face drawn, as prisms would do for all but the TRICKLE_TILE case (that is, water falling that has no adjacent walls) and those prisms can simply be drawn by C+Ping the faces and cropping and such.

Of course this is really a probllem you can throw an arbitrary quantity of sprites at.

On the side, my calculations put
SeventhsSixteenths nearestHeight used in spritesheet presently
?0
1/72/162
2/75/164
3/77/167
4/79/1610
5/711/1613
6/714/1616

254
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 09:27:05 pm »
Quote
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.

255
Mafia / Re: iPick [d1] 13/13 alive - WHAT HAS SCIENCE DONE
« on: March 05, 2010, 08:56:36 pm »
I cannot presume to know his intent. But my guess would be that he had at least one cat in lap and wanted to appear like he was using RVS for constructi'e purposes.

That leaves...Toony and tehstefan.

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