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Topics - EvilTwin

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Roll To Dodge / Roll To Steampunk: Turn 6, Day 1
« on: August 19, 2012, 08:08:52 pm »
BANG! As you wake up, you hit your head against the bark that was conveniently placed above your sleeping place. You try hard to remember why exactly you thought it was a good idea to sleep in a tree, but your memory resists your efforts. Now that you think about it, you don't remember how you got here in the first place, neither your name or really anything.

What do you do?

Spoiler: Rules (click to show/hide)

Spoiler: Character (click to show/hide)

I am not sure how often I will be able to update. I will try for daily but that might quickly deteriorate.

2
Creative Projects / PolyVox - Minecraft-like worlds and more
« on: May 25, 2012, 08:39:12 am »
Hey there fellow programmers of Bay12

I found this awesome library called PolyVox. What does it do? Basically you can use this library (which is free, btw) to create your very own blocky worlds in C++, as long as you have a way to display procedurally generated meshes in your 3D engine of choice (I use the ManualObject class of OGRE 3D, for instance).
So I have been working on getting it to work with Ogre, as it turns out that's pretty easy, and here is the first result:
Spoiler (click to show/hide)

Also, Marching Cubes:
Spoiler (click to show/hide)

If you have worked with this before, or if you are testing it out right now as well, show your results!  :D

3
So in my recent fort, I suddenly got a message among the lines of "The dead are walking, hide while you still can!" and thought, oh shit, a necromancer (I haven't encountered one so far). So I raise the drawing bridges and have a look at what's outside... Turns out it's a goblin corpse. So maybe the necromancer is entering the map in ambush mode?
I wait two seasons before I dare letting my very nimble military handle with the situation. Turns out, it was really only that one goblin corpse, which they easily dispatched into a "Goblin Corpse corpse".
Can anyone tell me what on earth was going on there? :D

4
DF General Discussion / Dwarf Fortress Trailer?
« on: August 11, 2011, 04:58:21 am »
After having seen a whole bunch of YogTrailers on Youtube, I wondered whether there is already one for Dwarf Fortress. Search turned up nothing on Youtube and Bay12, so it seems there isn't.

Is anyone else pumped for making a trailer to help toady earn some more money and spread the magma awesome of Dwarf Fortress to the world?

5
DF Modding / Modded creature not showing up in arena
« on: June 07, 2011, 10:41:35 pm »
So I wanna test out my newly modded creature, is there any trick to get it into the arena? It isn't listed as spawnable creature...

6
DF General Discussion / How have you guys discovered DF2010 was out?
« on: April 02, 2010, 10:42:02 pm »
I'm expecting some pretty interesting answers here  ;)

As for me, I have been sick and lying in my bed all day long and half asleep the day before. When I totally woke up, it was about 01:00 am here and I then checked the usual internet-stuff...
E-Mail - nothing important
Various social networks - nothing important
Dwarf Fortress - HOLY SHIT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

So the Dwarf Fortress release was awesome squared, I had slept all day, so I could play all night and in itself it was already freaking awesome.

What's your story?

8
DF Gameplay Questions / Magma + Pump = Pressure => Pump Destruction?
« on: February 09, 2010, 01:28:31 pm »
Ok, so I've built this orc frying device i developped (orcs from dig deeper, if anyone is wondering). It includes some pumping of magma, and since I've read that non magma-safe pumps will work for magma as long as the magma isn't entering the pumping tile, I thought it would work... The pump in question here is pumping the magma into a resevoir, but since I realized that if the destination square is blocked by fluid, the ppump isn't pumping, i hadn't designed an off switch for it.
Then the strangeness: The reservoir filled up, the pump pumped on. For a LONG time, nothing would happen, until I suddenly read the announcement "The Stray Donkey Foal has died in the heat.". I wasn't expecting this, and when I looked for leaking magma, I saw that the pump was deconstructed and magma was roaming freely around from the (originally closed) reservoir.
Luckily the reservoir wasn't too big, and I got the situation cleared up, but this seems like pretty buggish behaviour to me, knowing that the game assumes pumps as being magma-safe when they aren't threatened directly by the magma, but just pumping it.
I'm also pretty sure that no magma could ente the pumping tile, since I double-checked it now...

9
DF Gameplay Questions / dorf(s) not dumping the goddamn stone...
« on: October 31, 2009, 11:15:45 pm »
hi there!
ok, so my fort has been knocked down completely by a black dragon, tantrums and the orcs from Dig Deeper, luckily i had a dorf locked away in a vault, with a food supply and all. now he is mayor and the only dwarf in the fort. i'm trying to make his vault nicer at the moment, but he isn't willing to dump the mined out stones, neither he wants to store some food items in the food pile that's around. the stones aren't forbidden, but marked for dumping, an open-space-dumping zone is available, the food stockpile is accepting the food and the food is not forbidden... what am i doing wrong? (no, it's not outside xD )

10
DF Bug Reports / [40d11] unreferenced items?
« on: August 20, 2009, 03:30:14 pm »
i got a fortress that has a serious problem: not that they were nearly all killed either by goblins or other dwarves, i now abandoned + reclaimed, but some items seem to have fallen out of the dwarves mind. i got some mined out microcline in a room i'd like to use, and clean up before use, but the dwarves ignore them. when i try to build a floor under them: "Item blocking site."
when i forbid all my other microcline and try to build a floor, no other microcline is found. there are not marked for dumping, neither forbidden. i dunno what to do. so far for the bug report, and now, to avoid a single question thread:
is there maybe an item related utility for DF that could probably remove those stones? would be nasty to dig through those tiles they occupy, since i might need the space underneath.

11
DF General Discussion / where to download 40d11???
« on: August 18, 2009, 04:26:25 pm »
okay, after weeks/months of playing DF i found out that im still using this very slow 40d version. i searched everywhere to find the 40d11 version for download, cause i wanna speed up my game and use that visual fortress tool baboonanza has developed.
download link anyone?

12
DF Dwarf Mode Discussion / how to find underground river?
« on: August 10, 2009, 05:07:58 am »
ok, somewhere in this mountain is an underground river... any easier way to find it than by exploratory mining through the whole mountain?

13
DF Dwarf Mode Discussion / what to do with giant cave swallow?
« on: August 08, 2009, 01:14:31 pm »
ok, so i catched a giant cave swallow, and i may wanna tame it to scare the crap out of some goblins... is it safe? i mean, when i transport, let's say, a goblin from one cage to another, he escapes and causes great terror in the fort. to tame an animal the dungein keeper hs to get it out of his cage and to the kennels, right? what if the giant cave swallow escapes? or the dungeon master says: "ahhhh, im so tired, screw that tiny cave swallow..." he looses hold of that guy and it flies dwarf-eating through my base? or cant stuff like that happen for some reason?

14
DF Gameplay Questions / rabies...
« on: August 04, 2009, 10:37:18 pm »
WTF???  :o



does someone have an explanation for this?? that dumb camel (it was belonging to human traders) made those very same traders flee without trading... luckily i had a cage trap set up in the entrance of my fort... hehehe

15
DF Gameplay Questions / no cave-ins occuring
« on: August 04, 2009, 07:39:03 pm »
i read on the wiki that a cave-in will happen when an area of 7x7 tiles is unsupported. but in an older fortress i had mined out an area of like 120x120 tiles completely and it was like that for at least 3 DF years. the init.txt says cave-ins are enabled... now im wondering whether i should build supports for the working hall in my new fortress or if the cave-in feature is somehow bugged so that i dont have to it... anyone having a good hint?

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