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Messages - zwei

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661
DF General Discussion / Re: PC Gamer does a DF story
« on: June 09, 2011, 07:29:55 am »
So, anyone got scans/links/any more info?

662
DF General Discussion / Re: Damn steel cockoaches!
« on: June 09, 2011, 07:28:34 am »
Are any of the dwarves fighting the roach using artifact weapons?

Well, that fort has two artifact axes.

Made of bone.

Nobody wields them. Obvious reasons.

663
DF General Discussion / Re: Future of the Fortress
« on: June 09, 2011, 07:27:01 am »
Bomrek Lokumlokum, King, has mandated the construction of a gemstone ball-pit.

Bomrek Lokumlokum, King, has mandated the construction of a gemstone spitball ballista.

664
Out of repairs come more errors unfortunately.
Quote
Exception with ./packs/battle/gore/85847__MWLANDI__Meat_Slap_3.mp3: javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 48000.0 Hz, 16 bit, stereo, 4 bytes/frame, little-endian not supported.: line with format PCM_SIGNED 48000.0 Hz, 16 bit, stereo, 4 bytes/frame, little-endian not supported.

Okay, that is pretty f-up. This basically says: "I have succeded decompressing mp3 and sending data to operating system for playback, but it refused to play."

I think i need to have little word with whoever is responsible.

The file plays at the correct time and sounds fine.
It looks like there is something wrong with the new stereo balance feature in linux.
It can be that, but it also could be that source file is mono - it is kinda bizare, but sound api can not position mono tracks. This can be remedied by converting mp3s to stereo.
I guess I will expand error message to be more informative if source track is mono.

Please don't convert all the mono sounds to stereo if this can be avoided. That practically doubles the size of such files. :( And the SoundPack is already over 137 Mb... It's true that there are not many mono sounds right now. But when I get around to finishing my additions, there will be a bunch more.

Besides, from what I'm reading, the source being mono may not be the problem at all:
I took a look at some of the mp3 files.  So far none of them are mono.
I opened the file I posted the error for in Audacity and you can clearly see that it is stereo.
Spoiler (click to show/hide)
At least the files still play when this error comes up.

mono is definitelly problem on windows, java sound api will refuse to apply ballance to mono sounds, you can try that for yourself.

If it refuses to balance stereo, well, damn. It should be able to do so without any complaining. Sigh.

And do not worry, I am not going to double size of soundpack pointlessly :-)

665
Seems to have improved something, but now I get this instead:
Quote
06/06/2011 09:07:12.157: Exception with ./packs/mandates/34209__acclivity__ClearingThroat_Female.mp3: java.lang.IllegalArgumentException: Mute not supported: Mute not supported

Every device should support mute according to specs. I am baffled, but I can simply turn this off for systems that do not support it.

On Ubuntu 11.04 installed as outlined in my previous posts I get the following error message in the the terminal when a file plays.
Quote
06/06/2011 10:24:58.741: Balance control not supported for ./packs/mandates/34209__acclivity__ClearingThroat_Female.mp3!
The file plays at the correct time and sounds fine.
I looks like there is something wrong with the new stero balance feature in linux.

It can be that, but it also could be that source file is mono - it is kinda bizare, but sound api can not position mono tracks. This can be remedied by converting mp3s to stereo.

I guess I will expand error message to be more informative if source track is mono.

(Also, thanks a lot for helping out with Linux issues!)

666
DF General Discussion / Re: Future of the Fortress
« on: June 06, 2011, 07:05:22 am »
you havent been playing dwarf fortress for long, did you?

Oh come on

Z1: You know, that black robe wearing guy tha raised us to undeath is kinda weird.
Z2: Ay, after all he did order us to attack village last week and slaughter peasants.
Z1: And then he raised them as usual, this is were Johny came from. Aint that normal thing to do for necromancer?
Zombie Johny: Howdy
Z2: Right, that is kind of usual thing. He has been doing it for past hundred and fifty years or so as far as i can remember.
Z1: A hundred and fifty years?
Z2: nods.
Z1: Do people even live that long?
Z2: Now that you mention it... over hundred years is kinda too long.
Z1: You do suppose he might be using some evil black magic to stay alive?
Z2: ...
Zombie Johny: Our evil necromancer master is an evil necromancer master!? But, um, that is kinda bad for us, right?
Z1: ...
Z2: ...
Z1: Lets not do anything rash. No torches or pitchforks or anything like that, lets just leave silently, okay?

667
DF General Discussion / Re: Lazy Newb Pack [0.31.25] [V9.1] Updates
« on: June 04, 2011, 02:58:35 pm »
After finally adopting LNP for my own use, i found myself still customizing theese small things manually:

a) windowed size and 8x8 ascii tileset.
 - I always set up 98x98 tiles window which allows me to see whole 2x2 embark at once.

b) varied ground tiles.
 - To make display cleaner.

Also, there is new version of SoundSense which you can (of course) include.

668
New Release:

http://df.zweistein.cz/soundsense/soundSense_29_137.zip

Changes:
* fixed linux startup script
* you can now reload soundpack without restarting soundsense, just click fairly obvious button :)
* you can now control stereo balance of sound - randomBalance="true" attribute of soundFile to help with making stuff a bit more atmospheric, added this to several apropriate places in soundpack.

Also, new soundpack taking advantage of new feature is up, via full download and autoUpdate.

669
DF General Discussion / Re: Damn steel cockoaches!
« on: June 03, 2011, 02:56:03 pm »
Zwei, how's the war against the cockroach going?

Stalemate, see for yourself: http://df.zweistein.cz/pub/region1_steel_cockroach.zip

Military is pretty legendary now thou:
Spoiler (click to show/hide)

No fre-a-king way:

Quote
The flying -copper bolt- strikes The Forgotten Beast in the left antenna and the severed part sails off in an arc!

670
DF General Discussion / Re: Damn steel cockoaches!
« on: June 02, 2011, 09:34:48 am »
What If I upload save somewhere and make challenge of it?

671
DF General Discussion / Re: Damn steel cockoaches!
« on: June 02, 2011, 06:56:37 am »
They are either +5 weapon/fighter skill or dead :-)

672
I've got sun-java6 and openjdk-6-jre installed already. Anything else I could try as a fix?

Check where your path points - if it points to openjdk binaries, redirect it to sun java.

...adventurer combat messages are not fully implemented (notably, messages related to player character doing something).
Are these combat messages being worked on still?

Also, I remember a while ago you mentioned that it's currently not possible to have a lot of sounds in Adventure Mode because many of the events exclusive to Adventure Mode are resolved in chat, rather than put in the game log, where SoundSense could detect them. (See the Logging improvement thread for details.) I believe I may have stumbled across a method to resolve part of this problem.

Specifically, the "announcements.txt" file found in the "...\data\init\" folder seems to tell the game whether to output game messages to the adventure or dwarf announcements log, the combat report log, a message box which pops up on screen, etc.
Quote
BOX or DO_MEGA: the announcment will appear in a box and pause the game
P or PAUSE: the announcement will cause the game to pause
R or RECENTER: the announcement will cause the game to recenter (if possible)
A_D or A_DISPLAY: the announcement will be displayed in the main adventure announcement log (and on screen)
D_D or D_DISPLAY: the announcement will be displayed in the main dwarf announcement log (and at the bottom)
UCR or UNIT_COMBAT_REPORT: the announcement will be associated to the unit combat/hunting/sparring reports
UCR_A or UNIT_COMBAT_REPORT_ALL_ACTIVE: the announcement will be associated to any active unit combat/hunting/sparring reports, but if there are no reports it will not create one

Couldn't this file be adjusted so that more useful events are put in the game log, allowing SoundSense to detect more stuff?  ???

Adventure mode is in hiatus - I do not really play it, so if anyone wants to go forward and expand it, feel free to do so.

Most missing messages are already known from dwarf mode, only disticntion being You vs. He.: "You vomit!" instead of descriptive "Urist Vomits!" from dwarf mode. It is low hanging fruit, but takes some time.

---

For meeting foe messages - this applies to dwarf mode, adventurer meeting banding leader or dragon is resolved in chat, as noted before, so this will not help.

673
EDIT: Damn it. The interface starts up, and sounds are being recognised, but whenever one should play, the terminal gives me this:
Quote
31/05/2011 10:02:30.005: The {silver war hammer} has lodged firmly in the wound! <-- that takes some strength, eh
31/05/2011 10:02:30.009: Dwarf 9 has been struck down.
31/05/2011 10:02:30.011: Exception with ./packs/deaths/WilhelmScream_vbr.mp3: javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input file: could not get audio input stream from input file

Thanks for fixed script, i shall include that in next verion.

As for "UnsupportedAudioFileException", it seems to be bug with openjdk - could you try installing sun java?

674
DF Suggestions / Re: bodyguard duty for soldiers + a train of thought
« on: June 01, 2011, 03:56:29 am »
I would definitelly Love squads being "assignable"to civilians just like war dogs are.

Set "2 soldiers from Tin Merchant squad" and your heerbalist should be safe.

Also, Idea would be to set up "unsafe burrow" and assign squad to it - suqad memebers would then attempt to follow any civilian that enters this burrow.

675
DF General Discussion / Re: Future of the Fortress
« on: May 30, 2011, 09:18:06 am »
So, how are wounds and missing limbs handled when you transform to something else?

If my left front hoof gets chopped off while i am transnfromed to weregoat, will i miss left hand when i get turned back to humanoid? What about more complex stuff ... like what if my military dwarf has broken leg with cast on it, broken arm with splint, bandaged and surtured hand? Will his were-self still have surtures is his transformed limb and wound and retain other medical stuff?

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