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Messages - meowmix

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1
DF General Discussion / i want to start a new game but
« on: February 23, 2015, 06:36:27 pm »
I want to know if the FPS issue has been fixed yet for larger worlds. I remember trying to play when the new version came out but my FPS dropped to like 10 because of the global updating thing in large worlds.  Does anyone know if this problem has been fixed yet, or still have to play in small world?

2
DF Modding / Re: question about rendering tiles outside of game
« on: July 28, 2014, 02:50:16 pm »
Set a layer above it with the preffered colour, set the layer to clip, and the blending mode to multiply.

Clip will use the underlying tileset's alpha(so it won't work if you use255,0,255 pink), and multiply will mix the colour with the tile as the game does.

Quick question, when you say set the layer to clip you mean the colored layer with the multiply blending right? and i create this clip by doing layer => create clipping mask?

When you say alpha you mean transparencies right?  like if certain portions of the image is see through?  I see people referring to alpha layers around here, is that just another layer where you draw with transparency in mind, like if I wanted the background color to show through a window, I would draw the window panes on another layer and make them transparent.

And pink is basically the equivalent of transparencies right?

Also Should i set a background color? and if so which color does the game usually use. or is that something I get to choose in the raws.
thanks for the help

3
DF Modding / question about rendering tiles outside of game
« on: July 28, 2014, 10:45:43 am »
Hi

I'm trying to draw some tiles but I was wondering if there is a method in photoshop to apply color to it in a way similar to how the game does so that I can see what my tile would look in the actual game within photoshop.

Like are there any masks, layer filters etc that I can use to apply color to a black and white tile in photoshop?  I've tried using multiply in layers but that doesn't quite seem to give me the same effect.

Also are there any how to make graphic tile sets guides somewhere? thanks

4
I had a spellcaster dwarf become a wizard in fortress mode. I think it kinda just happened but I am not sure how.  Does anyone know what happened to make my dwarf into a wizard? Or is this just something that happens spontaneously for spellcasting dwarves?

Also are these dwarves able to cast wizard spells at enemies?


5
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 25, 2013, 09:12:07 pm »
does anyone know if there is a dfhack script that instantly ages baby and children dwarves into adult dwarves?

6
DF Modding / Re: Runesmith - A DC like tool
« on: February 05, 2013, 01:03:26 am »
runesmith lets you edit values of skills, modify dwarf stats, mood status, mood material, stop tantrum spirals by editing happiness, reset mood on berserk, melancholy, and babbling dwarves, teleport dwarves around, kill things, kind of allowed us to heal dwarves but not very well, and it also lets us rez a dead creature or dwarf as undead.

Therapist and whatever lets you look at things, runesmith lets you modify things directly.

7
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: July 10, 2012, 07:47:19 pm »
Well, the only thing on the entirety of the DF forums is this thread and another mod that mentions "ruby" and then "plugin" sometime later. That is probably the shortest list of search results you could ever hope to get.


Anyway, I clearly have no idea what I'm talking about anyway. I was thinking it may be like liquids, where you ahve to type "liquids," then press enter before you can start using the commands that depend on the liquids plugin.
I'm talking about these functions. 
https://github.com/peterix/dfhack/blob/master/README.rst#id176

Spoiler (click to show/hide)

8
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: July 10, 2012, 06:17:42 pm »
maybe you have to invoke "ruby" first, then the commands associated with it? Or did you try that?

how do you "invoke" it? The readme doesn't really say anything except that the plugin is required.

9
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: July 10, 2012, 06:07:34 pm »
where do we get and how do we use the ruby plugin to use commands like removebadthoughts?  I am assuming that the ruby plugin doesn't come with the download since the commands don't work.

10
You can also create a set of caves leading into the earth. First cave might be something like repeating-poking-spikes, the next may contain disk-weapon-traps and the next may go with 10x hammers per trap. Lure em into the first and start mincing your meat, then flush it down to the next level (disks) and then flush the pieces (as there will be many) down for there hammering. You can have dwarfs repair/unstuck traps in the now unused levels and then repeat the whole process. Would be best if you automate it, so that in many aeons when people dig down there, they find undead dust, choped up to the smallest possible size - attacking them.


Oh wait, I just found out the orgin of the errie/evil clouds - undead violated by dwarf mechanics from a time before time.

im just gona end up with even more undead creature pieces doing that tho. I might try atom smashing cause i gota get rid of at least half of them before my fps hits 0...

11
yea water isn't an option. the lava is from a volcano on top of the mountain, and my water source is like 70 z levels down in the caverns. 

12
what do u mean by obsidian?

13
every time one gets killed, they get back up and attack again a few seconds later.  Also i tried dropping some into a volcano using a retracting bridge trap but they don't actually "die". their fat melts off but their bones are still "technically alive" in the lava, so they still count as a unit.

there are like 400 zombies (dead migrants, invaders, traders, etc all rise up as zombies nothing gets past them now) outside my fortress and its killing my fps, so if magma doesn't work iono what i should do lol...

14
DF General Discussion / Re: question about terrifying biomes
« on: February 18, 2012, 05:36:15 am »
 
I think terrifying biomes only have evil rains, while haunted have undead and sinister the evil clouds, but I did not test it enough to know if it is always the case. The map I am currently playing on is a terrifying biome and I only got the evil rain.
I've tried several terrifying embarks and every time something dies, they turn into zombies. along with any body parts that may have been ripped off etc. 

15
DF General Discussion / question about terrifying biomes
« on: February 18, 2012, 12:15:55 am »
when things die in a terrifying biome, do they animate as a zombie only if they are above ground? or can  things i butcher in the middle of the fortress below ground animate as well?

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