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Messages - K4el

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106
DF General Discussion / Re: Does anyone else...
« on: June 11, 2010, 12:11:52 pm »
lol, you guys are scary. :D

All I did was export the region's heightmap, took it into a 3d map to render as a displacement map, lit it, and then applied some artistic license with photoshoping.

Sounds like we need some one to write up a GIMP plug in 0o

107
DF General Discussion / Re: DF init file editor
« on: June 11, 2010, 12:10:07 pm »
Suggestion: Detailed tool tips for each option on mouse over? This utility could make things alot less daunting for new players.

108
DF Modding / Re: [0.31.06] DFG32 - questions and problems thread
« on: June 10, 2010, 11:31:39 pm »
I think I might need to explain Note 1 a bit:
1) delete data/save/region***/raw/ (the whole folder!)
2) copy /raw/ from the main DFG folder into your data/save/region***/ folder

Tell me if it helped :)

This fixed my issue. May i humbly recommend you add these instructions to the DIY on your site with a specific section for saves from previous versions or other graphics sets, in addition to where they are already posted on the FAQ?

109
DF Dwarf Mode Discussion / Re: Beak dogs
« on: June 10, 2010, 10:13:55 pm »
Wow, I almost choked on my drink because I was laughing so hard.

damn.... almost had him.... next time... next time...

110
DF General Discussion / Does anyone else...
« on: June 10, 2010, 09:08:42 pm »
...use exported worldgen maps as desktop wallpapers? They look pretty damn cool actually.

111
DF Dwarf Mode Discussion / Re: Beak dogs
« on: June 10, 2010, 08:29:34 pm »
I know the "What the f*** are these things supposed to be anyway" issue was more-or-less resolved (with input from Toady, no less) but I came across this passage while reading and instantly thought "OH SO THAT'S WHERE HE GOT THEM".

Disappointingly simple, I know, but remarkably well-suited to the name, Toady's description of them as having talons like Velociraptors, and to being ridden by small greenskins.

Feel free to discuss beak dog-related shenanigans if you don't care.

Here:
Spoiler (click to show/hide)

112
DF Gameplay Questions / Re: My war camel ROXXORZ!
« on: June 10, 2010, 06:43:51 pm »
well... critters that kills lots of dwarves get names. Perhaps its the same for war animals? Either that or it has an owner?

113
DF Modding / Re: [0.31.06] DFG32 - questions and problems thread
« on: June 10, 2010, 04:14:09 pm »
Yep, i keep autosave on.

To answer your original question, no the original 'region#' folder is not used when loading an autosave. They are entirely separate saved games at that point. You could, in fact, delete all but the latest one and continue playing that one.

gotcha, so each save also preserves the raws that are pertinent to that save. thanks.

114
DF Modding / Re: [0.31.06] DFG32 - questions and problems thread
« on: June 10, 2010, 03:07:44 pm »
Yep, i keep autosave on.

115
DF Modding / Re: [0.31.06] DFG32 - questions and problems thread
« on: June 10, 2010, 03:02:56 pm »
My bad, i was typing that out just before lunch and i was in a hurry... mmmm stir fry...

What I was talking about was DF's save folder structure. I'm a bit confused about it and what you meant by copying the RAWs into it.

I'm typing this from memory but my save folder typically looks like this:

\Current
\Region1
\Region1 - Month** - Year**
\Region1 - Month*+1 - Year**
\Region2

etc, etc. You get the idea. What i was confused about is deleting the raws from these folders. I'll need to replace the raws in each one right? If so, i take it replacing the raws folder won't change my current fort? Just the rules of the world that fort exists in? I'm not 100% familiar with how the RAWs work. It seems to me if you go about changing the RAWs you may end up with instances of fort saves that could be corrupted?

I'm asking more for my own information than out of any sort of concern you're steering me wrong. I've been playing DF for quite some time now and i'm sick of not having a deeper technical understanding of how it functions.

116
DF Modding / Re: [0.31.06] DFG32 - questions and problems thread
« on: June 10, 2010, 02:15:13 pm »
I think I might need to explain Note 1 a bit:
1) delete data/save/region***/raw/ (the whole folder!)
2) copy /raw/ from the main DFG folder into your data/save/region***/ folder

Tell me if it helped :)

Will try after work.

So... the Region# folder isn't critical to loading your Current or time Region - Session/date folders?

117
DF Modding / Re: DFG32 - questions and problems thread
« on: June 10, 2010, 01:33:53 pm »
To everyone having problems: read the goddamn FAQ. I don't see a single question here that is not being answered in the FAQ.

Except for shooowop's: that is a general DF problem.

Please try to remember the details of tile sets are quite arcane for alot of us. I've read through the tutorial and FAQ on your site but its not helping me determine if what ive encountered is indeed a bug or if it is working as intended.

I've loaded a save game from 31.04 into DFG32 and the unmined soil/stone etc is showing up with vermin/trees and other object's graphics on the stone tiles.

Having read through the FAQ either Note 1 or 7 could explain what i've encountered potentially. Is what i've described an issue you're familiar with or have i ran into something else that you need to know about? i'm not particularly worried about fixing it so much as making sure you're aware if its a unique issue.

118
DF Modding / Re: DFG32 - questions and problems thread
« on: June 09, 2010, 11:49:51 pm »
First, <3 DFG

Second, anyone else have un-mined stone showing up as trees/vermin/etc?

119
DF General Discussion / Re: Hail dwarf fortress
« on: June 09, 2010, 07:18:55 pm »

120
maybe its an issue with food/drink. That's usually the quickest way for dwarves to die... unless their blood is set to boil at "normal" temperatures again.

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