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Topics - Silfurdreki

Pages: [1] 2
1
As the title says, Reciever, by Wolfire Games is currently free in the Humble store.

The game is a basic FPS rogue like with very detailed gun modelling where each action usually taken when reloading in an fps has a dedicated button. The game is a product of a 7 day game jam a year or two ago so it's a bit rough around the edges. Specifically, the actual game part is a bit lacking and it's not particularly well optimised at higher resolutions. I recommend a lower resolution in windowed mode. However after playing for a couple of hours I'd say that the rest of the game makes up for it. Specifically, the feeling of fiddling around with your gun is really good and so is the general atmosphere.

Also, it's free so what's there to lose?

2
Other Games / Small question about Greenman Gaming
« on: November 27, 2012, 07:11:33 am »
I was shopping around for Far Cry 3 and found that GMG has a 30% off code-thing going.

What I'm wondering is whether they only sell Steam keys or they sell other keys as well. Does anyone who buy from them know? I'd really prefer a Steam key, so I might get a boxed version for roughly the same price if I only get a uPlay key.

3
Life Advice / New computer, Opinions wanted
« on: June 18, 2011, 09:09:50 am »
It's time to buy a new computer, my old one is getting very old, and it's just not cutting it anymore. I can't just upgrade since the motheboard is too old and can't handle newer stuff, so I'm building basically a complete computer. The only parts of my old computer I'm going to use is the box and the PSU (a Cougar Power 550W, if anyone's interested). I can't   say I'm too experienced with choosing components, so I'm turning to the intrawebs for advice, and I figured there'd be some knowledgeable people around here.

So, these are the components I was looking at: Link
(The site is in Swedish, but the names of the stuff should be the same)

I was recommended on another forum to switch the graphics card for an MSI one, but that model is 400 SEK (~€42 or ~$59) more expensive. What do you think?

I'm looking for opinions from anyone that feel they have useful input, and all input is appreciated. :)

4
Life Advice / Graphic card woes
« on: May 04, 2010, 12:18:10 pm »
I recently upgraded my graphics card, to a Radeon HD 4890. Everything ran smooth, and even after installing windows 7 with dx11, it ran smooth. Until yesterday. Suddenly I get abysmally low framerates in basically every 3D application (even HL 1 can't hold a constant FPS). After restarting the computer, installing new video drivers, clearing the computer of dust and messing with clock speeds I've officially run out of ideas.

I have something of a clue from ATI tray tools, a very nifty program for overclocking and general monitoring of the graphics card. Apparently, the GPU core clock speed is a lot lower than the prescribed BIOS clock speed (Current: 240 MHz vs. BIOS: 870 MHz). Problem is that when raising the clock speed, the result is somewhat dodgy. I've succsessfully raised it to 870 once, by incrementing the increase, but when restarting the computer the clock speed reverted, and trying to push it up to 870 directly immediately crashes the computer. Now, this might not be the problem, but it seemed out of the ordinary, so I brought it up.

Any tech savvy people out there that have any idea what this might be? It's incredibly frustrating, even DF is slower than usual  :'(

5
DF Gameplay Questions / Dwarves not moving items to stockpile
« on: December 03, 2009, 09:33:57 am »
I wanted to encrust some shields with gems, so I set up a jewler's workshop, with a stocpile beside it. I set the stockpile to accept only steel shileds of core quality exceptional or masterwork, set it to take from my armour stockpile, (in which there is one exceptional and one masterwork steel shield). And so I wait for the dwarves to move the shield into the stockpile by the jeweler's workshop.

But they won't, and I can't for the life of me figure out why. Is there something I'm missing about stockpiles?

6
DF Dwarf Mode Discussion / Silverwaters - The fortess in a lake
« on: November 12, 2009, 06:34:44 am »
Yes, this is a "look at my awesome fortress!" thread. I hope no one has anything against it. ;D

Lets start with the DFMA link

It's not finished yet, but It's a good way in, and I'm not planning on stopping soon! Anyway, the idea for the fortress was born out of my failures to make a fortress under an ocean (I tried twice, with different methods) so I decided to make an artificial lake instead.

This is the fortress I came up with, and after 34 years the fortress is shaping up to become really good. One of the main things I wanted was a living district where every apartment had a view out to the lake through glass walls, and for this purpose I constructed the housing district that is in place now. It has, of course gotten some modifications along the way, like the barracks and food storage that is in the middle.

Another thing that I wanted to do was a cavernous entrance hall where the road to the trade depot ran over an underwater lake, and that has been accomplished as well with the entrance I currently have. I'm still using the temporary housing that was built to house the dwarves while the aboveground fortress was being constructed, but it has been gradually phased out, with only some personal rooms left in use at the moment.

The next thing that I'm going to build is probably some more entrance defences, with a ballista pointed at the entrance bridge and a firing tower for marksdwarves. I'll probably include a couple of catapults as well, and a direct stairwell to the barracks.


So, Questions? Comments? Suggestions? Criticism? Fire away if you've got any!

7
DF Gameplay Questions / Will a river spawn new (non-vermin) fish?
« on: July 04, 2009, 11:49:15 am »
I have a major river in my current fortress, and I've drained it to make way for the underwater fortress.

Now, if I build a channel for the river to flow throug, underneath the fortress (on the 'river' tiles) will it spawn new carp and tigerfish inside the fortress?

If not, then building a grate or three over the start of the channel will be enough to keep carp out, if not, will building constructed floors (i.e removing the 'river' tiles) stem the spawning?

8
DF Gameplay Questions / How to stop grass from growing?
« on: July 03, 2009, 10:12:50 am »
I have built a floor for glassmaking in my industry tower's ground floor, and have, in the center, some tiles for getting sand.

Problem is that they're being overgrown with grass, making them unusable for sand-collecting.

So, how do I stop that grass from growing? I have a roof already, so it's not that, maybe it's because the squares are labeled above ground? The solution, if any should also leave the tiles usable as sand collecting zones (i.e. nos tockpiles over them)

9
DF Gameplay Questions / Dwarves refuse to drink from water source
« on: June 26, 2009, 09:55:54 am »
I have a temporary fortress in a small valley just by a major river. I've walled off the fortress, since the river and surrounded countryside is overrun with carp and crocodiles. In this small walled of valley, I have a pool that gets water from the river by a channel with a wall grate in it, to keep the carp out.

The problem is that the dwarves simply refuse to drink from the pool. I don't even get cancellation messages, They just won't drink from it. Instead, they rush out to a smaller carp-infested stream to drink, as I open the door to get trade goods out to the trade Depot.

I have zone-only drinking turned on, and I have a designated zone above the pool. I even tried removing zone-only drinking and the zone, but no they still go to the stream.

What am I doing wrong? (except for not having booze  :-X)

10
DF Dwarf Mode Discussion / Most ridiculous/awesome/dwarfy Deities
« on: June 23, 2009, 05:06:10 pm »
So I'm about tyo start my third try at an underwater fortress, but thought it'd be fun to poke around in legends for a bit first. I found such an incredibly hilarious deity, that I just had to make this topic. Meet Dasėl, the (not so) dwarven god.

"Dasėl was a deity that occurs in the myths of The Twinkling Dagger. Dasėl was most often depicted as a male dwarf and was associated with rainbows."

Yup, that's right, these dwarves of "The Twinling Dagger" have a deity of rainbows. The same civ also has the same god for war, death, rebirth, creation, pregnancy and birth. This guys name was Eges, the Stormy Evisceration. He was depicted as a skeletal dwarf.


Post any great deities you've had in here!

11
DF Dwarf Mode Discussion / The laws of collapse
« on: June 09, 2009, 07:42:56 am »
I've been building sometething, namely an underwater fortress, that has made me question the common view of how walls collapse.

This is the situation:

I was planning on building a "drydock" for for the fortress to be built in. To do this I build a magma channel above the sea, with the intent to drop a "wall" of lava into the ocean, which would then become obsidian and collapse down to the bottom forming a wall. The plan was to do this three times, to get a wall high enough to shut out the ocean. When I did drop the lava, though, it yielded some strange results.

Code: [Select]
What I had was this:
MMMMMMMM
       
~~~~~~~~
~~~~~~~~
~~~~~~~~

What I wanted was this:

MMMMMMMM
       
~~~~~~~~
~~~~~~~~
OOOOOOOO

then:

MMMMMMMM
       
~~~~~~~~
OOOOOOOO
OOOOOOOO

and finally:

________

OOOOOOOO
OOOOOOOO
OOOOOOOO

What I actually got, was this:
first:

MMMMMMMM
       
~~~~~~~~
~~~~~~~~
OOOOOO~O

Then:

MMMMMMMM
       
~~~~~~~~
~O~~~O~~
OOOOOO~O

And finally:

________
       
~O~OO~OO
~O~~~O~~
OOOOOO~O

~ = Seawater
O = Obsidian wall
M = Magma
_ = Empty magma channel
  = Empty space

The first z-level of obsidian went kinda well, with the exception of a couple of unexplainable holes, there were three or four holes showing up randomly across the wall. When I savescummed and tried again, the showed up in different places, but they were about as many. The missing tiles of obsidian wall was nowhere to be found.

The second z-level was utter crap, only a few pillars, with the majority of the would-be-obsidian-wall tiles left as water.

The last z-level was a bit better, but still had a lot of holes in it.


And this stayed consistant duting several tries with savescumming. I do not understand why the obsidian won't for a solid wall when it collapses. It also seems like different "blocks" of 7 deep lava falls at different speeds, which is odd, and causes the different tiles in the wall to form separately, but according to what I've read about collapses, the should fall into the right place anyway...

12
DF Dwarf Mode Discussion / Gah! Bridges!
« on: June 03, 2009, 11:43:57 am »
During my trials trying to build an underwater fortress (as can be seen here: http://www.mkv25.net/dfma/map-5961-silverhall) I have built a three tile wide magma channel to cast an obsidian "drydock" to build the fortress in.

But I ran into a bit of a problem when i was going to fill the channel. Apparantly, bridges that are not linked to levers, even ones built out of non-magma-safe materials, can handle magma on them just fine, but bridges linked to a lever with non-magma safe mechanisms will de deconstructed when magma passes on top of them. This is a problem, because it makes the drydock wall not-solid, and as such it is useless for it's intended purpose.

Is there anyone out there with more knowledge of bridges than me that has any advice for what to do?

I considered altering the melting temperatures of the stones my mechanisms are made of (since I suspect the mechanisms are the culprits here), but, I couldn't find information on how to do so. It might not even be possible, as I seem to recall that altering stone values requires a regen of the world. Anyone knows for certain?

13
DF Dwarf Mode Discussion / Traders stuck in my depot
« on: June 03, 2009, 05:36:15 am »
I have a human caravan stuck in my tade depot.

You might wonder how this happened, and so do I. Last summer, the human caravan arrived as they usually do, and ran into a goblin ambush. some merchant with a donkey or something was killed by the goblins before my champions arrived and killed off the goblins. The rest of the caravan made it to the depot fine, but the depot didn't recognise them as being there, it said "there's no merchants trading right now". I thought that they would just leave as usual, but no, they are still here, and it's mid-autumn. The dwarven caravan came, and left, since they couldn't get into the depot, they were in the unloading state the whole time.

What should I do to get them out of there? will they starve to death sooner or later?

Edit: Deconstructing the depot got rid of the non-wagon merchants, but the wagons are still here.   :-\

14
I'm building an underwater fortress, and as such, I have to find a way to drain the ocean. For this purpose I found a map with what basically is a very shallow underwater lagoon, there's a roughly circular 2 z-level deep part of the ocean surrounded with a wall of 1 z-level deep ocean. This is the map: http://www.mkv25.net/dfma/map-5619-islandsoul

Now, I've run into a bit of a problem when I tried out the magma channel yesterday. The plan was to cast an obsidian wall over the deeper parts, and then have it collapse down to the deeper seafloor. The problem is that it doesn't. The obsidian stays suspended under the channel, and because of that, I can't plug the lower z-level so that I can pump out the water afterwards.

Basically, this is my problem:

Code: [Select]
This is what I have before pulling the lever to draw back the bridges:

MMMMMMMMMMM
WWWWWWWWWWW
RRR\WWW/RRR

I want the following after dumping magma:

MMM-----MMM
WWWWWWWWWWW
RRROOOOORRR

Instead, I get this:

MMM-----MMM
WWWOOOOOWWW
RRR\WWW/RRR

Legend:
M = Magma (with bridge under)
W = Water
- = Empty space
R = Rock/seabed
/ \ = Ramps
O = Obsidian

How should I approach this? Will the obsidian still not collapse if I deconstruct the walls on either side of the magma channel? Is the project doomed to fail?

I could really use some advice here, I thought that diagonal connections (across z-levels, even!) to walls didn't give supprt...

15
DF Gameplay Questions / Dwarves won't use clothing stockpile
« on: February 24, 2009, 07:02:16 am »
So I had a huge amount of clothes made since everyone in the fortress were walking around with only mud and/or vomit splattering for clothes. All the excess assorted tunics, coats and dresses are now horribly cluttering up my clothiers' workshops, so I built a couple of rooms for clothing storage.

Now the dwarves won't store anything in them, and IO can't for the life of me figure out why. I have four stockpiles, one for upper body clothing one for leg clothing, one for gloves and such, and one for shoes and socks. None of them are used.

Anyone have any idea why?

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