Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nitrousoxide

Pages: 1 [2] 3 4
16
Really man, graphics tilesets get bad, and then you get used to it, and then only the small minority of players that use that tileset understand what everything is.  Rays look like levers, for one thing.  Sometimes even levers don't look like levers, or look the same in both positions.  Then there are sections of bridges looking like trees without leaves, and then O's that look to much like fancy pillars.

Conclusion: use ASCII or a graphics/ASCII hybrid (like PTTGV5) that looks enough like the original that most people can read it.  Then your problem is solved.

Graphics sets are okay though (don't use 'em meself), because they only work for creatures and don't affect anything else.

You see, the great thing about tile sets like Mayday's is that they actually resemble the object the ascii charecter was supposed to represent.   Indeed, the exact OPPOSITE is true.  Anyone can tell that a picture of a chair is a chair.  I can show a screenshot of my game with Mayday's stuff modded in to anyone and they can get a grasp of what's going on there.

I still can't read that abortion that is the pure extended ascii dwarf fortress vanilla.

17
I'm using DF version: 40d9
Everthing is from Mayday's except for this...


Which is a mixture of Mayday's, PTTG's, and Sinergistic's stuff.

18
DF Gameplay Questions / Re: food issues
« on: March 22, 2009, 01:38:21 pm »
Almost certainly you've cooked your plants, which has devastated your seed supply. Go to the stocks screen and scroll to seeds to see what you have; if you only have, say, 3 plump helmet spawn, then that would explain why you're having problems there. Go easy on the cooking; it's best used for the plants that have an intermediary processing step, like sweet pods and quarry bushes. The intermediary step gets you seeds, then you can cook the results.

Of course, one can always add an extra step for plump helmets by first brewing them and then cooking the wine that's produced.

That's what I do anyway.

19
Here's a really great location.  If you extend it one down you can have HFS too.
Spoiler (click to show/hide)
EVERYONE!!! IF YOU EMBARK THERE, YOU WILL BE AT WAR WITH THE ELVES!!!



How do you see whether a race is at war with you?

I don't see anything.


20
Here's a really great location.  If you extend it one down you can have HFS too.
Spoiler (click to show/hide)

21
DF Gameplay Questions / Re: How tall is a Z-level
« on: March 22, 2009, 07:42:15 am »
That's a lot of stone ::)

I like my entrances to be giant and imposing.  Even if it takes a year for my initial 7 to dig out, dammit, they'll spend that year in the rain.

22
DF Gameplay Questions / How tall is a Z-level
« on: March 21, 2009, 11:47:46 pm »
I'm wondering because I'm starting a new fortress and I want giant 40-60 foot pillars lining the entrance to my mountain home, but I can't be sure of how many Z levels these need to span in order to really be that tall.

Here's an idea of how it will look at the base level.


That entrance hall will be copied over each z-level until I reach the hight I'm looking for.  I'll engrave all of the walls on each z-level before finally channeling out all of the floors except for the bottom.   All of that stuff behind the entrance hall will be space for defenders to fire from in the event of a siege.  My drawbridge to completely seperate my fortress from the outside world will be inside of the fort itself so as to not mar the appearance of my entryway.

23
sorry but without goblins or some sort of evil meance, whats the point?


It's a good map to learn about everything, from pumping magma to the economy, without the treat of stuff knocking down your door and destroying all of your hard work.

Personally, I learned to play the game in a zone with no sieges.  Despite the motto "loosing is fun" I don't find loosing all my hard work to be at all enjoyable.

I didn't move onto goblin infested areas until I was already competent in playing the game without constant sieges.

24
DF Dwarf Mode Discussion / Re: GIGANTIC HOLE
« on: March 20, 2009, 06:37:21 pm »
On my main computer I actually have two seperate "installs" of dwarf fortress.  If I ever need to play around with reveal I copy one save over to both games, open reveal for one of them and then play the actual game with the other.  If I need to reference where the rock is it's pretty easy to just check and see where stuff will be.

25
DF Modding / Re: Changing color of Green glass
« on: March 20, 2009, 10:33:35 am »
Well you can make a smelter reaction to get colored glasses. This would be my tip by the way: search for the "colored glass" mod.

Or you could just remove the additional requirements for clear glass over green glass in the glass furnace.

26
DF General Discussion / Re: DF graphics multithreading
« on: March 19, 2009, 08:49:06 pm »
Right. With a good GPU (an 8800GTS, say), DF already spends roughly 0% of its time doing graphics. An 80% decrease in time spent there, then, doesn't amount to much.

However, it also does quite a lot of per-frame work that isn't part of the opengl code per se. The more I can move into a separate thread of that, the better.

This change isn't for the benefit of those with modern to semimodern GPU's.  It's for those with integrated GPU's, like those in most laptops.

I personally saw a massive improvement using 40d+9 on my laptop over standard 40d.

Spreading the graphics processing over to my CPU's other core allows my first core to concentrate wholly on rendering the underlying game that we don't see, and that means more computational power is available for the real bottleneck, calculating pathfinding, temps, and flow.

27
DF Dwarf Mode Discussion / Re: GIGANTIC HOLE
« on: March 19, 2009, 05:53:22 pm »
If it really bugs you so much you could just floor in a level of the chasm and wall up a mold to allow you to slowly make an obsidian outgrowth which won't impact your symmetry.

28
Of course.  I gave you (and Sinergistic and Mayday) credit for all the stuff that went in my compilation of them in the tileset.  That's kinda the whole point of the last post I made.

I'm not sure why exactly Legolord was getting upset about that.  It's not like I was posting a separate image set for dwarfs or animals.  I was just making changes to the tileset as originally posted in this topic.

29
Thanks a bunch.  I ended up combining a bunch of the stuff you changed along with the OP's stuff and Mayday's stuff all into one nice package.


30
DF General Discussion / Re: DF graphics multithreading
« on: March 17, 2009, 05:21:49 pm »
That's very silly.  Multithreading isn't the best way to speed up video.  I think the d# series proves that; there's other ways of improving performance that haven't been more than glanced at yet.  Multithreading is a huge, enormous deal that would require a lot of code rewriting.

Not so with the graphics.  Almost all of the graphical processing is entirely independent of all other graphics processing.  The bit of grass up there doesn't need to know anything at all about the bit of sand over there by the creek.

Now, when you're talking about multithreading the game engine underneith the graphical engine... that's another story.  There's a huge number of interdependances that are impacted by multithreaded processing.  You can't start calculating how much longer your dwarf has until he drowns under water until the game has found out how deep the water is first

Pages: 1 [2] 3 4