Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - LordZorintrhox

Pages: 1 ... 12 13 [14] 15
196
DF Modding / Re: What do you think ( a tileset )?
« on: June 27, 2009, 11:16:06 pm »
I am unfamiliar with that one, but I will assume it uses a graphics set or simple standard tiles, so this thing as is should work.  The special trees and stone tiles probably won't, unless the orc mod doesn't alter ANY matgloss files related to wood, minerals, stone, or soil OR any plants, as I will be altering those as well. Then they should be compatible.

197
DF Modding / Re: So THAT is what that color thing does...
« on: June 27, 2009, 11:05:01 pm »
Hmm, good point thare.  I tried it, and yes creatures take on the same properties.  Aggrivating thing is the names use the creature colors, so it happens in the units list as well.

198
DF Suggestions / Re: Water barrels?
« on: June 27, 2009, 09:09:48 pm »
Now THERE'S is an observation that makes a boat-load of gameplay sense.

That is not sarcasm if it sounds that way: that reason is enough to make it in the game asap, as far as my opinion goes (not very).

But since I get the feeling barrels and booze are somehow implemented a little hackish-ly, I am inclined to agree with Derakon there.

199
DF Modding / So THAT is what that color thing does...
« on: June 27, 2009, 08:43:29 pm »
So, messing around for my tileset work led me to try out the "color values of 8-15 with non-zero brightness" thing to see what exactly "strange effects" means, as the wiki mentions it.  So I got this:

Spoiler (click to show/hide)

Each red rectangle highlights the next location of the two trees I singled out as I move the map around.  The rectangle representing the next space the pair is to move to within the DF window is half colored with the foreground color of the tile there.  When the tweaked-out, wierd tree with colors set to [10:13:1] moves to that location, the foreground color takes on the color of the tile that was there before the map moved and the background color (magenta) remains the same.  On load, the foreground color defaults to black.

Since the behavior is explainable and regular, I suggest adding this to the wiki. I thought it would be better to ask here first since the last time the colors discussion page was updated was Nov 2007.

200
DF Modding / Re: 3D GUI for DF [Discussion & Development]
« on: June 26, 2009, 10:09:44 pm »
Mmm, indeed, the site finder is a critical feature.  And a 3D interface would open it up to more people, but would the fact that you had to install two things scare them off even more effectively?  There is a question: how to package such an application to meet the goal of increasing joe-shmoe appeal?  If that is part of the pros, then it must be packaged as one thing, or at least pose as it.

I speak caution largely because a listener program is, as I said, a hack.  On top of that, it is an interface hack for an ASCII art game that is only on version 0.40, and still full of bugs/gameplay features that could change at any time, and alter how the augmented interface should be designed.  As groovy as it could be, it is most likely a challenge that no one, including myself, would expect to be as hard as it actually is.  Good interfaces always are.

That is a lot of code to throw at a task with so little guarantee and precedent of working, though I am not well read on any similar attempts at such a thing out there already, if there are any save the aforementioned 3Dwarf etc.

So tempting though...seeing all those huge multi-z halls in isometric?  Analysis algorithms for the engraving structs that render an appropriate, though rather vague, image for a given engraving?

...Magma floods in 3D?  Damn, I should stop, might talk myself into it...and probably fail (I am not the most versed coder, for sure; more the graphics guy).

201
DF Modding / Re: 3D GUI for DF [Discussion & Development]
« on: June 26, 2009, 10:40:34 am »
Hmm...interesting idea.  And a big one; coding projects like this are complicated and error prone.  You thought seg-faults were bad?  Trying tracking these kind of seg-faults.  Sounds like a nightmare, but obviously people have done similar.

One thing that helps is Toady appears to be a reasonably accomplished programmer; the kind of changes that pop up on the dev log with regularity imply he has structured his code rather well, which I would assume might make a code injection easier, but by no means simple.

A second process would be much easier to handle, and since much of the research into the structure of DF memory, it may even be pretty straight forward to reverse engineer the map.  But here is the problem:

It is glutted, bloated, inelegant, and hackish.  Granted, the very nature of Modding, especially in the good-ol' days, is cracking the game code.  How easy the developer makes this is up to them, and the mere fact that there is enough nerdom on this forum alone to allow things like Dwarf Manager and 3Dwarf to even exist is a testament to both Toady and the community.

But an exterior program spying on the DF memory so it can render a "nicer" 3D or psuedo 3D GUI in real time I don't think helps the game itself much.  Yes, it is cool.  Yes I use 3Dwarf, yes I speak the graces of an ASCII art GUI while at the same time grinding away at graphics sets and tilesets to make the GUI look "nice," but that is because I am a geek.  At the end of the day, it is just a PSD file, just an image that uses what the game already has and does.  Building a huge thing that augments the GUI by spying on the original is cool, but not necessary.  A better investment of our time would be to develop a document specifying what the 3D interface should be, after much discussion and work, and even some prototyping.  The major hurdle in any GUI design is the design phase and the research that goes into it, something that Toady can not do on his own because he simply doesn't have the man power. 

We get away with an all-keyboard interface because that makes sense to us, and the affordances we make as geeks make it okay that the hot key for a floodgate can be any of three different keys.  I think we can safely assume that a great majority of the DF community is used to command-line OS control and programming, including HTML.  This level of arcanity (hah, that should totally be a word) is okay because we are in the trenches dealing with it anyway.  Furthermore, a single developer for a game as complex as DF is not exactly the best person to design a GUI, because he is in the middle of it.  But he is the best person to implement it, especially since this is Toady's livelihood..

So my opinion is that any work in this area should be at least a thought experiment, at most an organized, concerted effort to figure out how the hell one would actually go about controlling a game that seems to be so well suited to 2d layers and not isometric slices.  That way the Bay12 Team has a good starting place at worst, a detailed design document at best.

202
DF Modding / Re: What do you think ( a tileset )?
« on: June 26, 2009, 09:36:08 am »
It might look better if you invert '%', as then barrels are colored "appropriately" in comparison to the crates and '%' doesn't show up enough to really make much of a deal of it outside of pumps.

However, that is a matter of preference.

203
DF Modding / Re: What do you think ( a tileset )?
« on: June 25, 2009, 08:24:22 pm »
So some updates. 

The typeface itself in action, along with my tinkered color scheme.
Spoiler (click to show/hide)

Barrels, crates, some of the soil/stone tiles in action.
Spoiler (click to show/hide)

The wall tiles in action.  Nothing no one has done before, but a nice set nonetheless.
Spoiler (click to show/hide)

204
DF Modding / Re: What do you think ( a tileset )?
« on: June 24, 2009, 03:05:30 am »
HAHA, you though I had given up like so many before, BUT NAY, NAY I SAY!!!

So yeah, packed this thing away for a while, then picked it up again, and I am actively developing it.  Redid the whole thing from scratch, vanilla DF Curses as a place holder for glyphs not yet completed.  I am trying a different strategy this time: make a more-or-less vanilla tileset, with few tricks and such, then improve by iteration (also gives me time to completely research every trick in previous tilesets to give credit where it is due).

Kept the feel of the first while giving it a cohesive look and style, plus some carefully varied stroke sizes to make slim letters fill more space, thus dealing with the readability issue to some degree.  It is a real treat to read text in, believe me.

This time around, all pictographic symbols are rendered from the strict "top down" perspective, as that is what the interface is driving at.  This also more or less solves the barrels/percent sign/meals issue, though you need some imagination to see this glyph as a plate with food on it...

I have developed one cool trick with trees that I haven't seen yet, but is still in testing and needs a raw mod to support it.  Teaser info is that through a cunning combination of top-down perspective, the tried-and-true blackout silhouettes, colored pixels in the tileset, and raw modification, trees actually look good and make sense visually.*  To the point where you don't quite notice the tops of the trees are the same as a block pile...

But I digress:
Spoiler (click to show/hide)

Screenies later.

*And spatially, depending on what geometry for the DF world you ascribe to.  If one is conceptualizing the world as most table-top RPGs do, then a grid square is 2m x 2m x 2m, which could hold a whole tree if it takes up two cubes stacked atop one another, one bed, as well as so many earrings it might as well be infinite.  My solution assumes this (attempts not to start a dwarfometry flame war).

LordZorintrhox screams: "I need Magenta Pixels!"

205
DF General Discussion / Re: 3Dwarf -> Blender (programers needed!)
« on: June 21, 2009, 11:57:01 pm »
I personally can not help; I have too many other programming/modding/life matters as is.  But I can offer some advice off-the bat.

You probably want to use Python, as it is user friendly and practically made for this application.  In fact, it is your best bet if you are inexperienced with scripting anything; the file reading API is robust enough and straight-foreward enough that you should be fine.

You will probably want to convert the data to a *.obj file.  Every piece of 3D software can open one because it is REALLY easy to parse.  You can read them yourself: a *.obj is in plain ASCII text.  BEWARE: *.obj is the native format of the defunct Wavefront programs (Maya was one), which means it was likely developed for UNIX type systems, which further means that the ASCII character used for a new line in the file may be simply 'line feed,' code point 10, rather than the Windows use of Carriage Return then Line Feed, codes 13 then 10.  This might screw up your parsing.

jaked122, Python uses C++ syntax except indentation actually means something: no braces or parentheses.  Highlights include implicit typing, garbage collection, and I am pretty sure pass by reference.  The data types are all documented as to their representation in the C++ implementation of the run-time environment.  Assuming you write neat code, Python would not actually be a problem for you.  I mean, C++ has arcane things that are more confusing than Python, what with templates and inline and two kinds of bloody strings... Until you get into some nitty-gritty things that the average user doesn't and this scripting project wouldn't touch upon, Python is easy to pick up.  So if you want to help SolarShado, you are more than capable.

206
DF General Discussion / Re: What turns you off about DF?
« on: June 20, 2009, 08:38:43 am »

1. The UI, and specifically, the inconsistency of it. I have absolutely no problem with an ASCII UI, and I can live (teeth-gnashingly ;) ) with an inefficient UI, but it's the inconsistency that really made me cry out in frustration when I was learnig this game...

I totally agree with Psyringe, here.  I myself have NO problem with a keyboard driven, ASCII interface; it is the ONLY way at school we can develop effective C code ( Linux mainframe and such ).  Well, you COULD use MS Visual Studio I suppose, if you hate yourself.

Considering the current demographic ( ultra nerds, I think we can all agree ), the type of interface is not an issue and adds a lot to the appeal of the game.  Also, once you get it, it really makes it faster.  There is a reason WoW has a macro system, RTSs have hot key assignment systems, and OSs have a command line: they are powerful.  In the words of Interface Design class, "they are targeted at expert users."

But inconsistency is indeed the problem with the current setup.  Just scrolling menus is a bitch.  I mean:

Status Screen: Selecting a tabbed section uses the arrow keys, as do the Kitchen and Stocks tabs, even tough elsewhere it is almost explicit that [tab] changes a menus mode/tab section (prepare carefully screen).
Unit menu uses the arrow keys
"Select component" screens use the +/- keys
Trading screen uses the arrows
"Select job" menus use +/-.
Stockpile settings are just weird and anomalous in the context of the rest of the menus.

This isn't so bad if one is using the num-pad as the arrow pad, since it is all there and that is what is intended, but most people don't.  Furthermore, on a laptop, the numpad isn't even useful as it is a function key layout on top of the letter keys.

I DO support the resize building vs. designate area differences, because those ARE different.  HOWEVER, it would be more reasonable if it is a "stamp" setting.  As in, you select "build wall," set the brush size, and stamp it around the map using [enter] without leaving "wall" mode until you hit [space], or more consistently, place with [p] and finish with [enter].  Since we rarely build just one section of wall 9 tiles long, this would speed things up and rationalize the way the k/h/u/m setup functions: as a stamp.

207
Would it be possible to assign borrows in areas you haven't mined out yet?  For instance, let's say that I want to find a magma pipe which I know is on the map, but it's quite a way away from my main fort.  Could I assign a big borrow in an area where I want to dig, and get haulers to take food/ booze there for the miners?  It would be preferable to have unskilled haulers running back and forth to the mining area than my miners spending all their time running back to eat/ drink.

I am pretty sure he mentioned that you could assign a burrow to an area with a mining designation so that only your legendary miners would mine it, if it has a vein of something.

Which means implicitly, yes.

208
Quote
Quote from: LordZorintrhox
Here's a question: will alert statuses have control over other things, like could I make an alert status called "Immigrants!" that causes all carpenters to build beds?  Or would that be more of a Manager feature?

They don't imply any additional civilian control right now, or anything beyond assigning civilians to certain burrows and changing squad orders.


Yeah!  The almighty Toady has answered my prayers of query!

Ahh, so I can fudge it then.  Like, set a burrow that just happens to have some carpenter's workshops set to construct eight or a dozen beds, but have NO dwarves assigned to it, until I change alert status appropriately.

Sounds good.

209
Wow...I really can't wait.  When DF is done completely, whenever that happens, it might just be the best game its genre.

Yes, even though it is kinda the only game in its genre...

Alert status is gonna kick so much butt; hell, with that kind of system, you could REALLY organize everything.

Here's a question: will alert statuses have control over other things, like could I make an alert status called "Immigrants!" that causes all carpenters to build beds?  Or would that be more of a Manager feature?

I know this is not in this release, but if one could designate an area to mine within an alert status type object, that would be really cool.  As above, I set alert status to Immigrants! and that whole housing area I had designated for rooms only gets mined NOW, as it is part of the alert status.

Similar area: Alert Status adds "Pull Lever" tasks to certain diabolical SDT-sensitive levers?  That one would be REALLY useful and make up for anything lacking in the Alert status this time around.

210
DF Modding / Re: What do you think ( a tileset )?
« on: April 02, 2009, 09:14:49 am »
Really?  No one is feeling the gritty background?  It was the only solution I liked for having the rough floor tiles look acceptable in either text or as terrain when the style adopted in the stock Mayday Green mod is used.  Mainly, I like it because

-it gives the text some "rough hewn" flavor.
-it means I can use the space character for a few more things if need be.
-the undiscovered soil isn't matte black, it has some character.

Now, the weird thing is that the MENUS use the space filler with the foreground color set to light grey, so there is grit.  BUT, the status and other full screen menus use the foreground color set to BLACK, so there isn't any grit.

Since there seems to be an issue, any released version would include both gritty and non-gritty versions.  Should grit remain, however, on the punctuation that makes up the rough floor?

Yeah, the screens don't come out very good, even when I use PNG.  Flickr resizes some pictures, so I'll have to crop more on the next batch.

Pages: 1 ... 12 13 [14] 15