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 - zwei

Pages: 1 ... 97 98 [99] 100 101 ... 119
1471
Does webkit actually support rendering into an opengl frame?

Sure it does, check out Awesomium project which uses Google Crome fork of webkit http://www.youtube.com/watch?v=jbkEmWw9krc

1472
Quote
Ideally, webkit could be used to render text squares.

I suspect they wouldn't go for that, because of the huge bloat/distraction factor, but yes, it would be a technically complete solution  :).

The minimal suggestion (my first post in this thread) is one that includes a basic DOM structure, with minimal mark-up. A custom rendering engine is then relatively simple, perhaps using pre-rendered bitmaps (platform-independent, or even platform-specific dynamic cache rendering) to paint the text characters. The map displays would remain as-is, and I foresee a general movement away from the restricted CodePage character sets.

Also, this method would do away with 'text squares', and instead designate areas of the screen that text can flow into.

by text squares i meant text rectangles/areas... anyway:

What you describe is in fact what webkit does naturally with added features, there is no reason to reinvent wheel really.

1473
We can only presume he has [POWER] in him somewhere.

I wonder if we can test him for tags ... i guess [NOBLEED] and [NOPAIN] would be easy, similary for [NOBREATHE] and similar obvious tests, but how would we test him for [MAXAGE] or [PET_EXOTIC]?

1474
DF General Discussion / Re: Badass Patron Saints
« on: March 05, 2010, 02:43:45 am »

Slightly off-topic, I don't like how the media portrays religion at all. It's all mockery; I mean, we are actually pretty awesome if you actually take the time to understand us.


Slightly offtopic too but most media that mocks Christians comes from people that are pissed that parts of said christians try to convert people rather actively and in a very unpleasent way. Same goes by the way too for Muslims Jews and many other religions [edit: including atheists - i know soe dawkins fundies that are quiet annoying] Religion shouldnt be advertised and it should keep its nose out of politics where its possible.


Problems are really only caused because directly-or-not average organized religion tells people how to think and what to do (that is, is inherently political organization rather than faith).

People having faith and beliefs is not really issue. Issue begins when person abuses them to gain power.

Well, even beliefs and faith are problematic, mostly when it crosses line and starts to hurt people of faith and others. But again, it is mostly just fault of person that makes up "god told me to do it" shit and does whatever sick thing he wants to do.


Guardian Angels? *shrugs* why not as long we can have "Soul animals" "Familiars" etc. too for other "religion" types.


Guardian angels is not that far bad concept, if you want to criticize something, you should poke fun at comparing angels to gods of various pantheons.

Internet and informatiks: Isidor

note to self: name my next server after him.

1475
DF General Discussion / Re: Badass Patron Saints
« on: March 04, 2010, 10:11:39 am »
From what I read on Conservapedia ...

People actually use that to get infromation rather than to get amused?

1476
Eh. I just doubletap enter. It's not too hard, and I don't think it would be worth the time to add this.

Also it would probably be more annoying than the current system.

Generally, people do not want to end up with technicolor walls, not to mention shortcoming of making your construction from rare flux/fuel/metals/wood or using rough materials instead of blocks.

Anyway, it would be no difference for you - enter-enter would stay exactly same for you....

1477
DF Suggestions / Re: Realistic Mining Suggestion
« on: March 04, 2010, 05:10:03 am »
Quarry is the final designation. When a miner digs out a square designated as a quarry, it attempts to make a rock block on the spot. Inexperienced miners have a chance of digging out a stone instead of a block, but legendary miners always produce blocks. Quarrying will never produce blocks out of gemstone (though it can create blocks of ore...) but instead will allow inexperienced miners the ability to produce gemstone and ore despite their relative inexperience

I only really like this idea. Blocks made on spot & ore/gem preservation in one go.

As far as others go, i would like actual realisting mining because, well:

* Making wheelbarows and wheelbarow tracks sounds fun

same way like:

* Having to have supports and
* Having to have proper illumination

sounds fun because it adds strategy to digging (which is now just about reuse of dug areas as rooms.)

1478
I've a minimal idea for structures and methods that would allow proportional text to be used in the game. It would achieve the current layouts as a first step, before you go back to optionally refine the layouts of each screen/situation. This would allow the map cells to be square, while maintaining readable text. In branching this way, you needn't lose the 'text-mode only' option if you really need it.

What follows is a programmer's perspective, and to blurt out all of the detail here might seem excessively manic. So here's a nearly-manic summary...

It uses rectangular 'text zone' objects that text content can populate. Each text zone has tabs (for the tables: each has position, minimum width to left, wrap on/off, and auto-size on/off), and of course a reference to its display canvas or equivalent. The content is marked-up for basic colour formatting, and for naming spans. Procedures can insert text, replace spans of text, clear all text, update a span, update after a span, ... - they could all be optimized for minimal drawing. If you want to embellish the object further, you could add a reference to a font resource, line spacing %, default background colour, and so on.

(newbie)

Ideally, webkit could be used to render text squares. This would result in quite interesting api and would possibly add some interesting features for free (styling, pictures, svg graphics, dom api for updating screen, etc...)

Also, it would allows screens to be designed by templates that users could change and/or style.

1479
You think I should recommend him to it?

Of course. It's silly to think that it would be embarassing to mention df to someone who plays nethack. Or who plays any game really.

Anyhow, shamelessselfplug with link you can give out if you are shy, see this thread: http://www.bay12games.com/forum/index.php?topic=49628.0

1480
DF Suggestions / Re: Quick Reference Sheet?
« on: March 02, 2010, 03:08:39 pm »
Some ideas:

 * hotkeys should be grouped by category (navigation (<>,arrows), inspection (k, t, u ...), building (p, i, d, b ...), management (z, q, ...) )

 * Ideally, you will want keyboard clipart where keys are highlighted with lines collecting them to short text description.

 * Flowchart is good idea, but as noted should be restricted to special cases, if only because building/production part of game is quite complex and any detailed info is more likely to confuse rather than help. I think building well is a must and equiping/setting up military would be huge help.

 * I would keep building descriptions bullet-point because they make it easier to look for things. For example:

Wood Burner, b-w-b
* Inputs: wood
* Outputs: charcoal fuel

Masons Workshop, b-w-m
* Inputs: stone
* Outputs: furniture, construction materials.

Maybe even make table out of this.

Similar for materials:

Wood, d-t
* Uses: Furniture, Construction, Fuel
* Exclusive material for: Beds, Barrels, Buckets

Again, a table would be best.

I would not worry about space, I think we can go for four a4 pages (two sheets):

* keyboard/keys page
* material page
* workshop page
* flowchart page

1481
DF General Discussion / Re: The funds! The funds are holding us back!
« on: March 02, 2010, 07:40:30 am »
Money can't buy extra hours in a day. Lower donations should hardly have any influence on his working speed.

http://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs

Lower donations can shift him from whatever level he is on to L2/L1, and that would be quite bad for development overall.

If someone is on L3/4 and has to worry about slipping to L2/3, it does hit productivity too, depresed developers are not going to do good job.

You are right that extra money does not buy more hours per day or improve someones skill. But you want you eployee to be in good position in his life overall so that he can work on his peak, that means paying him enough to be able to comfortably support his lifestyle (family man should be paid enough to be able to take care of his family for example).

I would say last donation month is at edge of being worrying, and i'd most certainly say it is going to push release by few days if it actually causes some stress.

1482
DF Suggestions / Re: Dwarf Reports
« on: March 02, 2010, 07:23:39 am »
Just a brief write up...
How about the ability to export data aside from the map?
Fortress stats, population list (with skills and assignments), announcement logs, etc.
Besides being able to provide extra information that the game probably has but doesn't show (how many goblets you've made), you could load your population into a spreadsheet and sort people quickly to see who has what skill or labor.
The announcements thing was an idea I had long ago based on some ideas other people had. It would give bored Perl scripters a chance to try and automate a story out of it, even better if the logs were more detailed than the regular announcements (starts of romances, etc.). (Who's going to write up StarRavingMad's Al Swearagin style from Boatmurdered as a filter...)

I think you can do most of that with Dwarf Therapist tool.

I would like to see some imporovements in logs thou.  Like ability to view log messages specific for one dwarf (from his profile screen for example), ability to see profile screen for dead dwarves, ability to see detailed logs for one dwarf.

1483
DF Gameplay Questions / Re: Drainage and continuous-flow plumbing.
« on: March 01, 2010, 05:09:20 am »
However, this still poses the question - is continuous-flow indoor plumbing even feasible without a bottomless pit to dump the water in? I'm well aware of the mechanics behind static cistern plumbing - fill your cisterns and shut off the flow when it isn't needed, and building a waterfall loop, but it's so much more satisfying when you've literally built a river.

I guess Your issues are result of how game handles flows of falling liquids: If you have 5-zlevels tall tube, it gets filled immediatelly by water in one tick, so even with one tile wide inlet, you can get a lot of water in instantly.

Bottomless pit is going to dispose water by same rules (it can get rid of water worth of several tiles in one tick)

You can offset this by having enough pumpstacks and wide enough drain channel.

1484
There are several solutions to make that easier:

What about adding 'u'pgradeable setting to 'q' menu of buildings/rooms?

1485
DF Gameplay Questions / Infinite meeting solutions?
« on: March 01, 2010, 04:07:08 am »
Hello,

Several workers want to "attend meeting" with my mayor. Aparently, it is about lack of work in past few years. I am not surprised - they are my metalsmith, armorer and weaponsmith which i only really use, mostly just to fulfill mandates.

Problem is that another round of mandates has come, been queued to workshops and materials readied. Yet they all hunt my mayor to complain about lack of work.

How do it snap em out of it? I have tried recruiting/releasing them to force activty change (they did go and pick equipment, but then resumed hunting down mayor, fully armed and slowed by armor).

any tips? I do not really want to enable their labors on random peasant as coal and metals are rare and i'd rather have my desiganted workers get experience (not to mention having actual paying job).

Pages: 1 ... 97 98 [99] 100 101 ... 119