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Messages - Shadowlord

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7966
DF Dwarf Mode Discussion / Re: viability of animal pastures
« on: November 09, 2008, 11:53:48 am »
I also keep only one or two males of each species, but I do the opposite of what most of you have said you do as far as choosing which animals to butcher:

I don't butcher any young female animals (except kittens if we have a ton already), and generally wait for young males to mature, and butcher the older ones instead of the newly matured ones (most of you said you butcher the youngest)
I butcher all adult male animals except for one or two of each species (which most of you said you do)
I butcher the adult females too, starting with the oldest, but if I wanted them to have a stable population I'd keep a bunch who aren't marked for butchering, or regulate the number of butcher's shops I have.

By the time I start doing this the dwarves are saying "OH CARP WE HAVE 200 ANIMALS TROMPING AROUND THE DINING ROOM," so I end up running something like 5 butcher's shops simultaneously while only slowly reducing the number of animals (which was the real reason I started doing this).

7967
DF Dwarf Mode Discussion / Re: Fortifications not always filtering?
« on: November 08, 2008, 02:11:28 pm »
It might be worthwhile to try building a three-wide set of fortifications:

Where ~ is a water flow pushing to the left, and F is a fortification, and . is a chasm:
...FFF~~~

The flow on the right MIGHT only be able to push victims into the rightmost fortification, and they wouldn't fall into the cliff. Then again, it might not work that way - the flow might just push them all the way through all three fortifications... It's worth testing, at any rate.

7968
DF General Discussion / Re: what is Toady's "countdown"?
« on: November 08, 2008, 02:19:58 am »
if your sleep schedule gets too screwy, try and get some OTC melatonin, it's not a sleeping pill, it just resets your circadian rhythm to whichever works best for your schedule.

BTW, it's a natural hormone that your body makes which regulates sleep, and basically has no side effects. You can get some at CVS or possibly other drugstores. I say possibly because CVS seems to be just about the only place around here that has it for some reason.

7969
DF Announcements / Re: Dwarf Fortress 0.28.181.40c Released
« on: September 07, 2008, 03:55:47 pm »
What about using SFML instead? The license wouldn't be a problem: http://www.sfml-dev.org/license.php

7970
DF Modding / Re: SL's tileset/mod - a (more :P) enhanced user character set
« on: September 02, 2008, 11:48:09 am »
Blaholdings' bug appears to be due to DF writing out squished BMPs for some reason. His BMPs have 13x16 tiles in them instead of 16x16. I'm guessing it's a DF bug, since his init settings look fine: windowedx 1600, windowedy 800, grid 100 by 50, black space on.

7971
The worldgen params are in DF's data/init/world_gen.txt, if that's what you mean.

7972
It isn't to be expected, no (It didn't happen on the forts I've exported, at any rate, and it really shouldn't happen).

What are you seeing, and can you:
(a) make sure that it isn't DF exporting bizarre images, which would be a bug in DF, by checking the BMPs to see what they look like. If the bizarreness is in the BMPs, it's DF's fault.
(b) If the bizarreness isn't in the BMPs, it's the compressor's fault. Try turning off tile identification and let me know if that removes the bizarreness. If so I'll have some idea what the cause might be.
(c) Whether or not turning off tile ID fixes it, if the cause wasn't DF, please zip up your init file and the bmps that DF wrote out, and upload them somewhere so I can try to reproduce and fix it.

Note: At least one other person has reported that exported maps looked bizarre - the black space had other tiles showing in them: http://mkv25.net/dfma/map-3439-rampartsieges - but that was in the original BMPs exported by DF, it wasn't caused by the compressor.

7973
An option that means "do not touch my init.txt"? Well, it does copy your original init file into the modbase folder, so unless you use the built-in editor afterwards, it will not be changed.

And it messing with inits during normal work is a necessary evil. Until I think of a way to reset tileset configs (so that tileset mods can be disabled) without copying over a backup copy, it will have to be done.

The reason is that I don't have ModBase loading any mod components which actually change the font bmp here. Those are disabled because I copied the font bmp into the folder it goes in to avoid having ModBase delete the comments in the init file and stuff. But it deletes them anyways even though there isn't anything in the init file for it to change, so I have to overwrite the stripped init file with a backed-up init file, and if I change an option in the init file directly later (rather than figuring out how to use ModBase's editor), and then have ModBase apply changes to a mod, ModBase overwrites the init file and deletes the changes because of its own backed-up init file. For a while while I was working on my mod it kept changing the window size back to 80x50 when I wanted 80x25 just because I happened to have been trying 80x50 when I ran ModBase for the first time with that version of DF (until I hunted down where it stored the original init file, and fixed it).

(Yes, the init file comments really are that important to me)

7974
New version uploaded to the File Depot now, 1.1.0. Changes:
  • Merged in sphr's version of the up-stairs (which has more background color in between each stair step)
  • Merged in sphr's version of the X (which has two black boxes around the exterior of the tile to give bins a separate-bin look
  • Drew black pixels around the ON/OFF text over the levers, which is also something sphr did in his version of the tileset.
  • Fixed misalignment of many tiles (reported by sphr)
  • Granite's color is now 7:7:0, which is light grey on light grey, unless you disable the new 'Granite Color' mod component. That might seem odd, but it keeps its stuff light grey while making its doors not be reversed - actually, its doors look like chalk/limestone/etc doors, but that's better than looking bizarre. However some granite items may look odd, particularly hatches. (It looks like there might be another way to do this, though. Some stone types have a [BASIC_COLOR:7:0] component - maybe that would make items made from it light grey on black)
  • Possibly improved the stone door icon a bit.
  • Drew an image for metal doors.
  • Added a tilemod component which, if enabled, changes the stone and metal door tiles to their ASCII tiles.

Same download link as before: http://dffd.wimbli.com/file.php?id=370

7975
Maybe you downloaded the wrong rar. There are three - one has the modbase.exe and such, one has the mods, and one has the source code.

Also, could we please have an option for ModBase that says "Please do not touch my init.txt" ?

7976
It can break some things up - but there are others that it can't. You just listed a bunch of things that can't be broken up, unfortunately (until Toady gives us more control over it). :P

What it does break up are rough walls and punctuation - all the rough stone walls have their own art rather than using punctuation and crap, and it has new art for some of the crops (and rearranged what crops use what art), and for tower caps, glumprongs, and feather trees, which all normally just looked like generic trees, so it broke those up too. It also endeavors to prevent graphics tiles from showing up in names or words, by changing the language files to change the accented letters which had become graphical tiles into non-accented letters (but the graphics still show up in first names in existing saved games since they are saved by letter instead of word).

Edit: I think I'll make granite 7:7:0, actually, which will make its rocks and things made from it stay light gray (rather than white or dark gray), its rough rock walls will just look mostly solid light gray unless I give it its own tile art, and its doors will end up with the same colors as chalk/limestone/etc doors.

7977
Yeah, I was noticing that myself. I actually have granite in one of my forts, and a bunch of granite doors near a bunch of gabbro doors. So I need to figure out a solution for that too.

[Some time later]
So, yeah, granite has a black background color, where most other stones have a light gray background color. However, doors' colors are also determined weirdly. Doors are using, for the door's FG:BG:FGbright, the stone's color's BG:FG:0, with the exception that if FG and BG are the same color, the FG color's brightness becomes 0 instead of 1.

So I was thinking I could just change granite to be the same color as the other medium-gray stones, but then I realized I couldn't remember actually SEEING any in the past several months... I could've sworn that there were medium-brightness grey stones that weren't dark and weren't light, but I couldn't find any in-game or in the raws except, of course, for bizarre granite. Since I distinctly remembered the 2d version making a distinction between the three kinds of stones, I ended up checking the 2d version. It turns out that the colors of stones apparently changed from the 2d to the 3d versions.

Obsidian, onyx, and jet were 0:0:1 in the 2d version. Dark stones are 0:7:1 now.
Limestone, marble, and moonstone were 7:0:1 in the 2d version. Light stones are 7:7:1 now.
Other light stones were 7:7:1 (talc, pumice, dolomite, chalk, flint),
Gray stones were 0:7:1,
and there were presumably brown stones that were 6:7:0, the same as now.

0:7:1, in the 2d version, was the color of medium gray stones, which is why I couldn't find any - medium gray and dark stone colors got merged at some point for 3d, apparently.

Actually, it looks like all those stones except granite had their BG color changed to 7. (I didn't check the non-gray stones to see if they changed too)

Anyways, veering back from that tangent, the problem isn't that granite reverses its color - it doesn't, it's light grey on black - it's that doors reverse BG and FG colors, and set brightness to 0, resulting in granite doors having a black foreground color because their BG color was black. Similar problems probably occur with things like cages and anything else that reverses fg:bg or anything like that.

Now, possible ways to fix this... Well, the only good ones I've thought of are:
1. Change it to the same color as some other kind of stone, either dark or light.
2. Change all the dark stone back to 0:0:1, and make granite 0:7:1 like normal stone. Problem: Dark stone stuff will be harder to see unless users adjust their init file color scheme (Or maybe I'm the only one with their monitor intentionally set to a very low brightness and contrast).
3. Make granite 0:0:1, which would make its doors look darker than other stone doors. This would work for doors because the identical-color-thing would give it a dark grey FG color - where gabbro etc have light grey. However, otherwise granite rocks and items and such would be just as dark as gabbro etc.

sphr:
I think I'll merge a few of your improvements back into my tileset too, like the black box lines around the X for bins, and the black pixels that you added around the white ON/OFF text which I had added to the levers. (And I just noticed the note you left on my user talk page, so I should look into that too - thanks, I hadn't noticed that mistake)

7978
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: August 10, 2008, 10:02:19 am »
I made a fairly simple 'Goblin Fortress' mod in the last 2d version while we were waiting for the 3d version.

7979
It should work fine, I think - I tried 80x50 earlier today for a few minutes and didn't notice any problems. (But I went back to 80x25 because I really like having DF only take up 1/3 of the screen or so)

7980
DF Modding / Re: Tileset question
« on: August 05, 2008, 09:15:58 am »
Yes.

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