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Messages - zwei

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646
This is awesome!

I can't wait till it is finished...

647
Creative Projects / Re: Infinite Garfield Minus Garfield
« on: July 10, 2011, 02:04:03 pm »
Hotlinking works just fine and it is in fact better than normal links (and works better in forums too)

I am supposed to have unlimited bw, so i do not really worry about it. People are downloading hundreds of mbs of soundpack data for soundsense daily, so few pictures are really just drop in a bucket.

648
Creative Projects / Re: Infinite Garfield Minus Garfield
« on: July 10, 2011, 09:01:32 am »
Allrite, I went ahread and added some new strips to mix. Cheers!

649
DF General Discussion / Re: Future of the Fortress
« on: July 06, 2011, 03:06:09 pm »
Well, if all workshops were rawified, construction of worshops with tools required would be matter of simple mod...

650
DF General Discussion / Re: Future of the Fortress
« on: July 06, 2011, 07:26:32 am »
Well, I'd prefer to have new features over more time spent bugfixing.

Toady has fixed all the bugs that were bothering me (mostly the hospital ones, along with laggy ghosts), and he's already spent a ton of time fixing bugs that could have been spent working on new features. And I'd rather have necromancers attacking my fortress with an army of zombies than, say, the correct values for the various materials in the raws. Because I don't really care whether copper has the right tensile strength (I seriously doubt that will change my playstyle at all), but I do care about fighting a desperate last stand against heaving hordes of ravening undead.

Well, while we are being selfish here, I would prefer fixes to bugs that bother me over features you would want.

Or, what about this: He could work on features I want to have but leave any undead bugs unfixed because I could not care less about that stuff working properly, that would be your problem.

Either works for me :-)

651
+1 Small thing, but would be incredibly usefull.

652
DF General Discussion / Re: Future of the Fortress
« on: July 01, 2011, 03:19:57 am »
When we get rid of caravan schedulle in favor of more worldgenny approach, you might get multiple caravans from different civilizations at once. (should be FUN if they are in war...), so you might need to set up multiple depots in order to be able to give each caravan offloading place.

That would naturally give in to "marketplace feel" of your trading district. Especially if you take your time to design warehouses, offices for your Trader(s)...

653
DF Suggestions / Re: Setting dwarf colors
« on: June 30, 2011, 03:30:22 am »
You can set custom nicknames and profession names for dwarfs. It would make things easier and faster if you could also set the color a dwarf is displayed in. Then you don't have to "v" over bunches of yellow dwarfs looking for the one who occasionally engraves for you.

I would be saner if dwarves got colors according to highest enabled labour/skill, not according to their highest skill from pool of all of them.

654
Also, cats only adopt dwarves who like cats.

Indeed, and with more animals avaiable for "liking", chances of getting those are slimmer too.

655
DF General Discussion / Is inevitable catsplosion thing of the past?
« on: June 27, 2011, 07:04:52 am »
It occured to me that in past 5 forts I ran, I never had any cat trouble.

In previous versions, you would evetunally end up with breeding pair of cats (or any other domestic animal) by just being lucky with migrant pets.

But now migrants can arrive with much more different types of domestic animals so changes of getting breeding cat pair randomly are much slimmer.

656
Quick technical question. Does the log output distinguish between types of ranged weapon, and are there any current or future plans to include separate sounds for them? I'd really like to add a sound pack to my current modding project.

It can be done - part of message is item used (bolt, arrow ...), so it can be distinguished.

I supposed you want to add guns and bullets, eh?

Suggestion: Add a button to launch DF from Soundsense or have Soundsense launch DF automatically.

I ask this because for whatever reason, I can't seem to make a batch file launch soundsense; all it does is open up a command prompt. Probably because SoundSense opens a cmd window of it's own.

are you calling soundSense.bat in your batch file? I suppose you could edit that one to include launching dwarf fotress instead...

657
DF General Discussion / Re: Future of the Fortress
« on: June 20, 2011, 06:46:32 am »
Now maybe Cats will be able to clean the several layers of crud off of things.

What could possibly go wrong when cat licks off some FB blood from its paws and swallows it...

658
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 15, 2011, 09:43:42 am »
Nice post! 

Rock pots, man....rock pots.   :D

Quote
because he was blithely just cooking Elephant Tallow Roasts all day long with the stuff slathered liberally over the kitchen.

What an image.

Just ... set reserve barrels in stoc'p'ile menu to 5 or so.

659
DF Gameplay Questions / Re: Soap?
« on: June 15, 2011, 04:39:16 am »
Also, as a side question, can you buy soap from traders?

No, but you can buy Lye, which greatly simplifies process of making soap as Lye production is bugged.

And you can also buy rock nuts, which is source of oil that is easier to manage than fat.

Then is is just matter of queuing mill paste/press paste/make oil soap jobs.

660
Ah, perhaps you could have it so the balance code is normally disabled or bypassed and only enabled for sounds in the .xml file which have either randomBalance or balanceAdjustment applied to it?

It is supposed to do that (only display message when ss is supposed to be balancing accordign to xml but can not in order to notify author that some tweaking is needed), if it is not acting that way, it is bug on my side.

Have you installed a mp3 codec?  Linux does not come with one by default. 
If you have not installed one you can get this error because your OS has no way to play mp3 files.

That message relates to already decoded file and is about incompatible sound api of operating system. Also, mp3 decoding is handled completelly by SS, no extra plugings are needed.

...

Nice detective work :-)

I use mp3gain ( http://mp3gain.sourceforge.net/ ) to normalize volume. Supposdely, it should be lossless operation. Oh well...

Could you try using it on files you downloaded and see if it could be the cause of the problems?

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