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Messages - LordZorintrhox

Pages: [1] 2 3 ... 15
1
DF Modding / Re: 12 x 12 Graphics / Tiles
« on: July 11, 2011, 12:45:37 pm »
That is actually one of the best composed tilesets I've ever seen.  It smacks of old pixeling and just clicks in an extraordinarily clean way.  Good job.

2
DF Modding / Re: DWARFLETTER CLASSIC: ver 2.0
« on: June 26, 2011, 05:51:11 pm »
Z is a highly variable letter in the world of typography.  I based Dwarfletter, originally and now, on elements of the 'blackletter' typefaces.  If you look here you will find that Dwarfletter has a capital 'Z' that resembles most such typefaces (on that page, Schwabacher specifically).  With Dwarfletter's curves and serifs, it just looks weird if the 'Z' is like a typical one, and since it doesn't show up in contexts that are particularly ambiguous or often, I figure it is a reasonable stylistic departure from the norm.  The lower case one fits in fine with the lower case letters as is, so I left it as such.

The zero is supposed to be a zero that happens to look like a coffin.  Given it is one of the oldest glyphs in the tileset, it could use a facelift.

Thanks for the feedback.

3
DF Modding / Re: DWARFLETTER CLASSIC: ver 2.0
« on: June 26, 2011, 09:51:40 am »
The new one at the top of the first post is just a tileset; the dwarf Wiki can help you there on how to use them.  The other screen shots, as noted, are from the older mod which is very complicated to put together and I won't bother attempting it until the new version comes out.

4
DF Modding / Re: DWARFLETTER CLASSIC: ver 2.0
« on: June 25, 2011, 10:17:07 pm »
No comments?  I know there are 16 of you out there who tried it, and I would really like to know what you think of the new look.

5
DF Suggestions / Re: Token Streamlining
« on: June 24, 2011, 05:37:38 pm »
I've noted the start and ending blocks thing before (in the modding forum). It's pretty non-intuitive.

I'd like to gently nudge people away from XML for things like this, as it is intended primarily for machine consumption, rather than human. Something like YAML would be better, as it is less verbose and easier to understand and edit by hand.

Code: [Select]
---
entity: # mapping civilization name to civilization values
    MOUNTAIN:
        creature: DWARF
        # skipping stuff...
        ethic: # mapping actions to societal responses.
            ASSAULT: PUNISH_SERIOUS
            MURDER: PUNISH_CAPITAL
            LYING: [PUNISH_SERIOUS, EQUITY] # a list of responses
        # skipping remainder...
    FOREST:
        creature: ELF
        # skipping remainder...
...

Unfortunately, if you drop into creature raws for a bit, there are non-data tags--doing things like tree traversal and queries against already processed data--which makes representing the data in a purely hierarchical format not impossible, but not simple.

Mmm, that solves it nicely I think, and definitely easier to read for mere mortals.  Has my vote.

6
DF Suggestions / Re: Flight and Underwater pathing
« on: June 24, 2011, 03:39:31 pm »
Pathing is a pain in the butt to code, believe me.  Most solutions are written given a set of assumptions about the legal ways things can move in the simulated (or in the case of robotics, real) environment.  DF's pathing and the simulation system in general was probably originally written with the assumption that movement happens in two dimensions .  That means that it probably thinks about the 2D Moore neighborhood (the eight tiles around any given tile) from a particular tile than it does the up and down directions.  Compound that with how "dangerous terrain" is determined, and you have a mess.

So, yeah, the reason is that it is probably a bit of a kludgey mess inside the pathfinder and that is why it remains bugged.  I imagine Today will have to fix it when he gets to a pathfinding rewrite so it can take advantage of all 26 directions you can travel from a tile, which means major tricks and hacks will have to be employed.

7
DF Suggestions / Re: Token Streamlining
« on: June 24, 2011, 03:23:40 pm »
Well, the tag layout thus far is really more like XML with different delimiters.  For instance:

Code: [Select]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:MURDER:PUNISH_CAPITAL]

vs.

Code: [Select]
<Ethic type="ASSAULT" value="PUNISH_SERIOUS"></Ethic>
<Ethic type="MURDER" value="PUNISH_CAPITAL"><\Ethic>

I tend to treat XML as a good litmus test for describing structures, and honestly the way it is now is pretty close to how you would do it in XML.  The other way would be:

Code: [Select]
<Ethics>
    <Assault value="PUNISH_SERIOUS"></Assault>
    <Murder value="PUNISH_CAPITAL"></Murder>
</Ethics>

Which in DF tags would be:

Code: [Select]
[ETHICS:
    ASSAULT:PUNISH_SERIOUS:
    MURDER:PUNISH_CAPITAL]

Which we already knew, but for the sake of clearer discussion.  I personally favor the way it is now because of the ease of parsing and extensibility.

For instance, what if ethics are expanded to include optional tags?  What if at some point this:

Code: [Select]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:LYING:PUNISH_SERIOUS:EQUITY]
[ETHIC:MURDER:PUNISH_CAPITAL]

(where "EQUITY" means that the punishment must roughly match the severity of the lie) becomes valid tag code?  HOW do I write a parser for it if it could work like what you suggest:

Code: [Select]
[ETHICS:
    ASSAULT:PUNISH_SERIOUS:
    LYING:PUNISH_SERIOUS:EQUITY:
    MURDER:PUNISH_CAPITAL]

It can be done, certainly, but it is more complicated and requires more loops and checks inside the parser to pull it off, and the code itself has to be more aware of the possible valid chains of tags.  I have to know that any ethic can be followed by an optional modifier and what those modifiers are ahead of time, rather than sending tags off to some encapsulated parser that knows what to do with a list of tokens.  In short, the parser has to have parts of the interpreter in it, it has to know more about the structure of the tokens than just where they start and end.  That makes hard to maintain and more bug prone code.  It also increases load times and the like.

Much of the difficulty stems from the sorta odd way DF tags handle the start and end of blocks of things.  You can't put tags inside other tags and, unlike XML, there is no way to signal the end of a block except with an end of the file or the beginning of another block.  For instance, this:

Code: [Select]
[ETHICS:START]
    [ASSAULT:PUNISH_SERIOUS]
    [LYING:PUNISH_SERIOUS:EQUITY]
    [MURDER:PUNISH_CAPITAL]
[ETHICS:END]

would do what you'd like, allow the possibility of future optional tags with no headaches, and also make the parser easy to write and maintain.  Its also much easier to follow.

8
DF Modding / Re: DWARFLETTER CLASSIC: ver 2.0
« on: June 23, 2011, 11:58:55 am »
Put a copy of the tile set on a black background on the first post.

9
DF General Discussion / Re: Friends' reactions to Dwarf Fortress
« on: June 23, 2011, 10:48:49 am »
Most of my friends at home appreciate the complexity and shear awesomeness of something that generates as much detail as DF, but only one actually plays it.  At school, however, it is sorta a dark spectre that haunts the background of the SciFi Society (the resident, and massive, nerd conclave).  They certainly know about it, but opinions are more extreme.  Most can't see through the ascii to the beauty underneath, but I've never had anyone really disparage it.

10
DF Modding / Re: DWARFLETTER CLASSIC: ver 2.0
« on: June 22, 2011, 11:47:34 pm »
Added a basic screenshot of the site chooser to the first post, and some formatting to better differentiate the new material.

11
Well, I found some time now that school is over, permanently.  So I redid all of Dwarfletter as a plain old tileset in Adobe Illustrator.  All anti-aliased, smooth, and revamped in numerous places, it really looks stellar.  No tricks this time around, just a tileset.  I'm waiting for the new version so I can start working on new raws.

You can get it here.

12
I've always thought that fluids should have some sort of "energy" on the tile representing the flow (energy of 0 being stagnant water, brooks might be 4, major rivers 10, whatever).

Realistically they should, but that makes the fluid physics massively more complicated.


I thought I should give more of a reason why it makes the physics more complicated: water (I am pretty sure) teleports when it travels through a system in DF, so the energy would not be coherent and you could (possibly) make an even worse exploit with a cunning arrangement of tunnels, assuming that water is some sort of "object" that moves around and not a property of an empty tile.

While I agree there are more pressing bugs/quirks, it still warrants some (more) thought.

Hmmm, if a water wheel needed the water to fall to generate power, let's instead assume it needed it to fall 3 z levels, since the building is three tiles long anyway and water wheels are circular.  That means you'd need 4 screw pumps to get the water high enough to fall over the wheel if you drew water from the same basin as the wheel sits on.  That leaves a net power of 50 ( 90 - 10 x 4 ).  If you halve a waterwheel's power output, then it at least breaks even which would be the case in a frictionless world.  Bump up a waterwheel's power consumption to 15 and it is a loosing system and will never work.

A more complicated but perhaps better solution may be to use the fact that a waterwheel is already aware if it sits on top of moving water.  If you change that to being aware of how many tiles of moving water are within the imaginary 3x3x1 volume which the wheel takes up, with a max count of three, then you might have something.  You could say the output of the wheel is 15 x n, where n is the number of moving tiles of water.  The wheel would consume 10 itself, leaving a max output of 35.  Change pumps to use 15 power.  Then for max power, you need 60 power to pump the water and you will always need 25 more power than what the wheel can possibly provide.

Of course, that nerfs waterwheels significantly, but it is sorta odd that you can currently power a pump from 80 tiles away.  Assuming DF tiles are around 2 meters, that means a 9 foot water wheel can power a pump that can move eight cubic meters of water two meters high from one and two thirds football fields away.  In terms of the wooden bearings alone that seems rather impossible.

13
DF General Discussion / Re: Future of the Fortress
« on: June 19, 2011, 09:57:31 am »
I think one reason the towns look a little artificial is how the road system is created: it looks like a regular grid of roads is the starting point, forming a graph with four edges per node.  Then several edges are dropped and every node is displaced a random amount not exceeding maybe a third of the initial distance between nodes.  While it creates a reasonably good 'organic roads' look, it doesn't feel terribly organic because it wasn't grown and leads to anomalous intersections like having three roads converge such that all three are on the same side of the intersection instead of being evenly spaced.  Also, curves aren't continuous and we end up with zig-zags.

One advantage is that it creates a road system that preserves some sense of 'blocks' fairly well, which in terms of navigability is a good thing for gameplay.

14
DF Modding / Re: Is a sleuce box possible now?
« on: June 18, 2011, 04:21:41 pm »
Hmmm, good, but I think gold dust would be cooler; is there a way to make an actual gold dust product?

15
DF Modding / Is a sleuce box possible now?
« on: June 18, 2011, 10:56:08 am »
Working on some graphics stuff, I returned to the subject of how metals work in-game, and just realized that a sleuce box for extracting gold may be a possibility now with workshops and such.  You would change or add some sands that a sleuce box can convert to gold dust at a low rate.  Then smelt the gold dust into ingots.

I'm wondering if it seems possible given the modding tools we have now; thoughts?

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