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Messages - Zared

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16
Loading beehives into catapults would be amazing.

Amazing.

A deadly bee weapon.
Bees.  My god.

17
DF Announcements / Re: Dwarf Fortress 0.31.18 Released
« on: January 02, 2011, 03:01:53 pm »
Would you believe the DAT and RAW keys are right next to each other?

18
DF Announcements / Re: Dwarf Fortress 0.31.18 Released
« on: December 21, 2010, 06:49:13 pm »
Having a baby dragon like me and fight for me. Good gods, that'd be awesome. But I'd need to keep enough meat and water on me at all times. Not to mention fuel to douse my opponents in.

I don't think fuel is really that necessary.

If you consult your .DAT files, you'll find there is no dwarf word for "necessary" ;)

19
DF Announcements / Re: Dwarf Fortress 0.31.11 Released
« on: July 23, 2010, 02:01:51 pm »
Got a crash this morning before I left for work.  When I get home I will see if it is consistent/reproducible.  (And post my save if it is)  It appeared to happen when my militia commander finished "Organizing Combat Training", but that may be a coincidence.  He was organizing, I was waiting with bated breath, then it crashed ;)

20
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: July 05, 2010, 12:05:49 pm »
Would WINE be an appropriate emulator though that is what I am thinking would be his best bet?

Wine Is Not an Emulator

An x86 application, in theory, runs fine in DOS, Windows, OSX, Linux, or *BSD.  In practice though, all applications need to make system calls to do absolutely anything.  System calls are not the same across operating systems.  What WINE does is make the Windows system calls available under Linux (or *BSD, including OSX).  That's not emulation in the traditional sense, since the code is still running on your CPU directly. 

It won't work on an older Mac, since those use a different kind of CPU (IBM PowerPC, hence, PPC).  Since the code won't run on that CPU, it doesn't matter what system calls are available.  (And since there are no PPC Windows apps, nobody will ever bother getting WINE running on a PPC machine anyway).

21
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 18, 2010, 08:17:45 pm »
Oh...I'm dumb.  Downloaded GDB to see where the crash was, it was in opengl32!glColor3f, in "./opengl32.dll"  Guess I should have deleted the Accelerator when I installed over the old version :(  Runs well now, I'll post if I run into other issues lol

22
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 18, 2010, 08:10:08 pm »
No messages, graphics is off, which is why it works on any of the 2D modes.  I just get an all-white window of the correct size, and a "Dwarf Fortress.exe has stopped responding" window over top 1/10th of a second later.

23
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 18, 2010, 07:40:45 pm »
Windows 7, X64
Radeon Mobility HD 3650

Every draw mode crashes on launch except for the 2D modes, which all work fine.
Even standard!

The last 40D# works for me for all of the 3D modes.

You probably need to update your drivers.  In fact, that goes for everyone in this thread who's getting frame rates way too low for their CPU.

Newest version of all drivers, sadly.

24
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 18, 2010, 08:51:17 am »
Windows 7, X64
Radeon Mobility HD 3650

Every draw mode crashes on launch except for the 2D modes, which all work fine.
Even standard!

The last 40D# works for me for all of the 3D modes.

25
Two, it also has traction benches.

26
DF Modding / Re: Dwarf Fortress eclipse plugin, wip
« on: April 24, 2010, 10:09:53 am »
Oh, you can make a grammar recognize comments as everything outside of brackets.  You might not be able to do it in the scanner and ignore them completely, but you can easily identify them while keeping it LL(2).  (Or LL(1) if you have your open bracket be part of the tag token set.)

You just need an optional "Comment" non-terminal after every "]" terminal symbol you use.  For example, if you have the production rule

Code: [Select]
"[" "OBJECT" ":" "REACTION" "]" { ReactionDef }
It would become

Code: [Select]
"[" "OBJECT" ":" "REACTION" "]" [ Comment ] { ReactionDef }
Then your Comment production would just be a chain of anything, minus "[". In effect, if you remember to always follow a "]" terminal symbol with an optional Comment non-terminal, you're telling your grammar that "Everything between a "]" and either EOF or "[" is a comment"...oh yeah, I guess you'd need an optional Comment non-terminal after the file name declaration, too, not just after every "]" terminal.

Then you just have it color any Comment symbols in the same way it colors "real" comments

27
DF Modding / Re: [UTILITY] Custom Workshop Workshop
« on: April 11, 2010, 11:14:09 pm »
I couldn't even get Lazarus cross compiling to 64 bit Windows, so I don't see it going well trying to cross compile to OSX/Cocoa ;)

As for making it edit everything about a workshop, there are already a number of utilities for editing raws.  The Eclipse plugin looks pretty slick, in particular.  I don't see a reason to duplicate functionality.  This utility is meant to edit the tiles, and give you a block of text you can copy&paste into your raw editor of choice. 

28
DF Modding / [UTILITY] Custom Workshop Workshop
« on: April 11, 2010, 10:24:44 pm »
Custom Workshop Workshop

Download : http://dffd.wimbli.com/file.php?id=2068

Screenshot:
Spoiler (click to show/hide)

Description: WYSIWYG editor for designing the raws for a custom workshop.
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.

Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?

Source included.  Made in Lazarus.  (Yes, I know I'm a bad person.)  Should be trivial to recompile it for Linux or Mac.

29
DF Dwarf Mode Discussion / Re: Has anyone survived a siege?
« on: April 08, 2010, 10:45:14 am »
I beat a seige, but lost 6 military dwarves.  Combat is absurdly rapid, and I have my fps capped at 30 instead of 100!  The 10 invading goblins, all with crossbows (who says crossbows aren't dangerous anymore!?) rounded the corner in the tunnel into my fort, and crashed headlong into the 30 military dwarves I had stationed there.  It was all over in a couple of seconds, with the full siege beaten, 2 dwarves dead, and the other 4 bleeding to death while carried to the hospital...I thought people carrying them were supposed to try to stop bleeding now?

The strategy is layers!  My Axedwarf squad has for a uniform, leather cloak over metal plate over metal mail, leather trousers over metal greaves over metal leggings, etc.  Also, layers in that when I stationed them there, I stationed the "Ugh I have too many migrants" squad just ahead of the axe squad.  All 6 deaths were from Operation Dwarven Shield.  See, crossbows are deadly in that they cause bleeding out fairly well, but bad at killing instantly, so as the goblin archers rounded the corner and pincushioned them, my Legendary Fighter/Axedwarf commander runs in lopping off heads and limbs left right and center! 

I have a squad of 10 crossbow dwarves, but they categorically refused to train.  I made an archery range and told them to train there, only instead of shooting targets, they sit there and demonstrate their dabbling dodging skill to each other, and even though the squad has 200 bolts assigned to it, their quivers are empty...if, in theory I manage to get them working, I'm building archery towers in front of the entrance, and walls to funnel them into a narrow corridor for better shooting/weapon trapping ;)  I think I built my entrance too close to the edge, though, I may have to wall it off and redesign...I put too much faith in my axe lords chopping anything to ribbons.

30
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 07, 2010, 09:47:40 am »
(I can't figure out how to get them to pick up the weapons I assigned them)
Yeah in the military screen it says that they should pick up any prefered melee weapon but when I activate them most of them just walk around as wrestler.
I think you need to have an arsenal dwarf before they'll start obeying their uniform settings.  You certainly need one before all items (as opposed to just a few) start showing up in the "Use specific..." menus. 

Oh, had some more good times with the new HFS:
Spoiler (click to show/hide)

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