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Messages - ManaUser

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196
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 17, 2010, 09:26:31 am »
Probably due to CR/CRLF confusion in your editor. Try the in-game keybinding editor?
I have the same problem. I don't think it's the line breaks, but something similar. Because BIND:STRING_A127 - BIND:STRING_A255 contain unusual characters, notepad "helpfully" saves the file as UTF-8. If you use "Save As..." and manually set encoding back to "ANSI" it should work again.

Edit: Additionally, the only reason it break enter is that it's the very first binding. If you add a dummy line above that the file survives being saved as UTF-8 mostly unscathed.

197
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 17, 2010, 01:24:20 am »
Can't seem to resize or zoom.  :(
I had the same problem, then I realized it seems to have something to do with the size of the tiles I'm using. I initially set it up with the 16x16 set I always use and found I could not zoom (or switch to full screen). This maxes out my horizontal screen resolution, in case that's relevant (16X80=1280). Then I did a fresh install, and sure enough both worked properly then. So, for science, I tried some more sizes. At 8x8 I got horrible ugly garbage on the title screen and during the opening move. (Not sure if this is the same as Toady mentioned.) Then I tried 12x12, and everything seemed to work properly. So I settled on that for windowed mode and my old 16x16 tiles for full screen, and it hasn't been giving me any more problems.

Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.
Your Num-Lock is On
:facepalm: You're right of course. I long ago made an AutoHotkey script that automatically turns off Numlock in DF (and back on when I close it). It worked so well I forgot about it. 8) But the script didn't recognize the the new version. Oops.

198
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 16, 2010, 10:23:05 pm »
Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.

Linux version, for some reason the FPS counter is... well, it's not in the upper left.  More like the left of the upper right.  Solutions?  Bug?
Sounds like that's intentional, I consider it an improvement, but a little ways back Toady said he could make the position adjustable in the init.

199
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 16, 2010, 09:40:11 pm »
This is, I admit, a kind of silly complaint. But would it be possible to move all those DLLs to a subfolder? Having 17 "backstage" files in the main folder is a bit much.

200
That extra spot of outflow area probably imposes a lot of the computational cost in your setup.  With only a single-tile output, I predict it would be much less painful.  That's from first principles, not from experiments.  A myth has been proposed; pray bust it for me.
I was thinking the same thing. A standard pump stack, with floors (as pictured here) might well be easier on the CPU.

201
But a pump stack is the only option if you want to flood the world with magma.

202
I agree with much of the things said in this thread, but to this dear sir I must say that you are utterly, completely, terribly wrong. Of these four hotkeys, only the function of q and t is even remotely similar, so that their functions could be put under one hotkey, but even that wouldn't be better than the way it is now. Other than that? No. It would certainly be nice to be able to switch between those four without resetting the cursor to its default position, but that's all. I think that you've said that without even thinking about what merging the four hotkeys would cause. Just try to imagine at least five different (unsolvable, without adding many, many MORE hotkeys) situations to which this would lead.
It would take some work, but I don't think there's anything "unsolvable"  about it. Personally I think it would be one of the biggest interface refinements that could be made.

Here's how I would approach it. As a first step, merge q and t as two "pages" of the same mode, just like labor and inventory on a dwarf. (You could even use the same names, since that's basically what q and t are for respectively). Next link the look command two the other the above modes, if you look at a building you get the q+t screen and if you look at a creature you get the v screen. And there you go, everything is accessible from one mode. Separate q+t and v commands could be retained as shortcuts for people who want quicker access. That's just off he top of my head, there are probably even better ways.

Though I do agree that just being able to switch between the current  modes at would go along way.

203
DF Suggestions / Re: Esc vs. Space
« on: May 12, 2010, 09:27:08 am »
BUt what about those of us who don't want any menu to autopause the game?
I think that would be an ideal use for an init option. I can definitely see where you're coming from on that, but I'm sure there are also people you wouldn't dream of using the menus while their dwarves were running about unattended, so it makes sense to have the option.

204
So a simple question for those of you who say the like the interface: do you really use it? Do you keep the main overwiew menu opened and do you actually read it instead of having the things memorised? When building a workshop or furniture, do you scroll through the unsorted list of items instead of having the shortcuts memorised? When using the stocks screen, do you feel there's something to guide you aside from your own memory ("Okay, so stones are on the third page, about second from the top"). If you answered YES to all these questions then I might believe you do like the interface. But please do not mistake "I memorised it all" for "the interface is good".
To my mind, keyboard commands are part of the "interface". And yes clearly the game was designed with the expectation that you will eventually memorize commonly used commands, and would be rather horrible if you couldn't. Some parts of the interface have more two-way communication like the stocks screen, but alot of the menus really are more like "cheat sheets" of commands, to be ignored once you know them.

But I'm not saying that as any kind of value-judgment. That doesn't mean it's not a "real interface", just a different style. And again, personally I don't have any problem with it. It's actually the more interactive parts like the custom stockpile screen and of course the new military stuff that I tend to find confusing.

205
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: May 11, 2010, 07:18:05 pm »
I once got an artifact short skirt.  That was pretty bad.  It was decorated with the sort of inane things you'd see at a fashion show.  Not exactly the ideal throne room

Wouldn't a worn artifact made of silk, cloth, or leather wear down?
It shouldn't. Artifacts are suppose to be indestructible. Though I'm not certain I've really seen this in action

206
My 2☼:

I don't expect or even want huge changes to the interface. I don't mind that it's primarily keyboard based, in fact I usually prefer to use the keyboard when given choice. That said, it is nice to have a choice, so I think expending the places a mouse can be used would be a good thing.

However, I am fully in agreement with everyone who says the interface should be more consistent. Someone claimed there were 15 different methods used to draw a rectangle... I only know of three, but ideally it should be one. Another perennial newbie confusers is when to use use -/+ and when to use ↑/↓. It's not too bad once you figure out that full screen menus used the arrow keys and half screen menus use the other (though there are exceptions, like the talk menu in Adventure Mode, why?) But might it not be better if -/+ worked all the time?

Finally, some of the menus are just plain awkward. The custom stockpile menu is frequently mentioned in this context. This could have been so much simpler. No e/d a/b f/p, why not just have enter toggle whatever is selected, be it an item type (bars/blocks) sub-type (metal bars), or specific type (iron bars). My own pet peeve is the notes menu. Many other menus aren't bad, but they could still be improved. For instance by putting commands in some logical order, alphabetical (by function, not hotkey) if nothing else. Also tiny things, like on the embark planner screen, it's sometimes hard to see which column has the focus. Wouldn't it be nice if the background color changed to make this easily visible? Especially if that convention were used consistently across all menus?

207
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: May 09, 2010, 11:48:00 pm »
a stone bed covered in spikes?
sounds pretty useless and unpleasant to me
noble of your choice
Even if dwarves cared about the spikes, there's always a use for sharp objects.
Sounds like an S&M kind of item too me. The spikes are obvious, the rings could be restraint anchors and the red color of the bauxite is quite fetching too.

208
DF Suggestions / Re: Esc vs. Space
« on: May 08, 2010, 11:16:57 pm »
There's at least one screen... I think it's the job manager... that doesn't work very well if LEAVESCREEN is Space, because you may want to type in object names with a space in them (e.g. "wooden bin"). But on the plus side, that means you no longer need to use F9 to exit screens like that.

209
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 08, 2010, 02:58:12 pm »

210
DF Modding / Re: Tile Magic
« on: May 07, 2010, 04:27:47 pm »
Correct me if I'm wrong, but won't this do funky things if one of those vermin walks over a mud puddle?

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