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Messages - Totaku

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271
The flickering is due to the print mode setting I put it on to play the game on my mac. Since Partial:0 seems to work fine for me. (since the mac version is now dead I can only depend on the PC version via emuator to do my mod work.)

PARTIAL:0 seems to cause some serious issues for some players because of how the set up works on thier computers.

So I decided to change that to 2D now with the new version update which means yes. I now have updated Suika Fortress for 0.31.16 now since it seems playable.

Quote
or V6.6: Made the move to 0.31.16 and reconfigured everything to match the current version since the Suika Fortress mode in this version is deemed playable. Due to a series of complains I recived about 0.31.12's flickering issue, I decided to set the default print mode to 2D instead of Partial: 0 or 2 since it was the main culprit causing the flickering for some player. Course if you want to use truetype you'll still have to go to the init menu to change it....

Also I finally fixed all the known errors I kept having with the Mima Yukkuri that prevented her from appearing or appear too early. And I've also added in new creatures, hell cats and hell ravens to make your undergrond exploration more....FUN.

As usual, you can download it here.
http://dffd.wimbli.com/file.php?id=1601

272
Well, the only version of DF 0.31.x that works on a Tiger OS is the 0.31.12. Strangely enough it seems Toady isn't hosting his older complied mac version since the move to the new compiler in .13.

I will probably upload it later when I get the chance.

Course as a heads up, I hear that right now even the current version is going through some mac complications with Snow Leapod (10.6) for some (not all of them though). But hopefully by February that might be resolved.

Thank you!

If you just can't wait, I already uploaded it for someone else:
http://www.megaupload.com/?d=SRTY35A9

Didn't bother removing the save, the tileset, or the init changes, so maybe you should wait for his version.

Ok.... I originally wasn't sure this was a good idea to host it..... so I sent Mr. Wriggles a PM, but whatever now....

http://www.mediafire.com/?ju06cub30at17fr

Here you go Mr. Wriggles, go grab it ASAP. The set up is close to the orginal, I think I left some Mayday text in it, but otherwise, it'll set up like the Defualt DF at most

273
Well, the only version of DF 0.31.x that works on a Tiger OS is the 0.31.12. Strangely enough it seems Toady isn't hosting his older complied mac version since the move to the new compiler in .13.

I will probably upload it later when I get the chance.

Course as a heads up, I hear that right now even the current version is going through some mac complications with Snow Leapod (10.6) for some (not all of them though). But hopefully by February that might be resolved.

274
DF Announcements / Re: Dwarf Fortress 0.31.15 Released
« on: October 03, 2010, 08:41:51 am »
Yeah same errors on mac Tiger OS 10.4.11 like before.

Anyways, I don't know how much help this be, but this was brought up on the bug tracker as something possiblely related to why some of us can't play the mac version and can find a way to fix it.

"This page appears to have a full transcript of a group working out the issue. Basically, you have to compile against a certain SDK, which requires a few switches to the linker.

http://www.digitalmars.com/d/archives/digitalmars/D/announce/Just_one_more_thing..._14807.html
Perhaps this might help?

For now I'll run the crossover emulator for this game so I can play the PC version

275
DF Announcements / Re: Dwarf Fortress 0.31.14 Released
« on: September 23, 2010, 02:44:32 pm »
Good to see you fixed some of the bugs. Course right now my main concern is the mac version.... I'm certain Baughun is still working on it, but I'm still getting the same errors from the mac version:

dyld: lazy symbol binding failed: Symbol not found: _pthread_mutexattr_destroy$UNIX2003
  Referenced from: /Users/.../Desktop/df_osx.1/libs/libstdc++.6.dylib
  Expected in: /usr/lib/libSystem.B.dylib

dyld: Symbol not found: _pthread_mutexattr_destroy$UNIX2003
  Referenced from: /Users/.../Desktop/df_osx.1/libs/libstdc++.6.dylib
  Expected in: /usr/lib/libSystem.B.dylib

/Users/.../Desktop/df_osx.1/df: line 5:   562 Trace/BPT trap          ./dwarfort.exe


276
DF Announcements / Re: Dwarf Fortress 0.31.13 Released
« on: September 18, 2010, 06:47:16 am »
/usr/local/lib/libstdc++.6.dylib
/usr/local/lib/libgcc_s.1.dylib

Do I need both of those or just the top one?


New Mac one up.  Hopefully that works.

Ok the problem is still happening...

Now we have a new error that I will report here...

dyld: lazy symbol binding failed: Symbol not found: _pthread_mutexattr_destroy$UNIX2003
  Referenced from: /Users/.../Desktop/df_osx 0.31.13/libs/libstdc++.6.dylib
  Expected in: /usr/lib/libSystem.B.dylib

dyld: Symbol not found: _pthread_mutexattr_destroy$UNIX2003
  Referenced from: /Users/.../Desktop/df_osx 0.31.13/libs/libstdc++.6.dylib
  Expected in: /usr/lib/libSystem.B.dylib

/Users/.../Desktop/df_osx 0.31.13/df: line 5:  1207 Trace/BPT trap          ./dwarfort.exe

Anyone else getting this error with the release of the mac version of DF?

Again, using a Mac Intel Core 2 Duo Tiger 0.10.4.11

I wonder if this is simply due to my OS now since I notice most newer compiled mac programs don't seem work with Tiger's OS.

I would like this to be checked first to see if this is the case though and if it is possible to fix.

277
DF Announcements / Re: Dwarf Fortress 0.31.13 Released
« on: September 17, 2010, 11:28:28 am »
I got the same error on my mac as well. And I use a Intel OSX Tiger (10.4).

dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib
  Referenced from: /Users/.../Desktop/df_osx.0.31.13/./dwarfort.exe
  Reason: image not found
/Users/.../Desktop/df_osx.0.31.13/df: line 5:  2319 Trace/BPT trap          ./dwarfort.exe.

This looks like another one for the bug report list.


278
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: September 15, 2010, 04:35:28 pm »
From what I recall, yes, you can actually do that. But only with fortress mode. Adventure mode supposedly doesn't work very well this way. The spawls do indeed cause a massive lag to world genning as well as waiting for things to load up. But I think I'll put my vote in as well as request for a lighter sprawl load. To allow more areas to access and quicker loading. (Not that I mind it now, it would just make things easier.)

279
DF Suggestions / Re: Ladders
« on: September 11, 2010, 04:06:54 pm »
If my memory serves correctly, your suggestion of the ladders was something Toady was considering for 0.31.x series. But it got dropped it due to how much work the pathfinder would have to do with it (since he would have to recode the pathfinder a whole lot just to make it work. which is why he stuck with stairs for now.)

But I will say here, I'm still interested in it, and hopfully he'll consider placeing them in eventually (maybe after he rewrites the path finding deep in the future?)

280
DF General Discussion / Re: Install Help for Mac OS X
« on: September 09, 2010, 09:30:10 am »
Ok I think I can help since I'm a mac user here.

So I'll try to answer your questions:

1. Yes as I too use a OS X Tiger

2.No tutorial sadly, someone should make one.

2.5 No need to an update, it should run on your OS X Tiger, and still no guide either.

2.75 The process is simple: In your DF folder located the file called "df" That's the file you need to open. But in order to open it you'll have to use the "terminal"

Simplest way to do this is to Control click and select "open with" then select "Other". Go to applications. then go to "utilities" and then located "Terminal" If for some reason terminal can't be opened, change enable to "All applications" This should then allow you to open terminal.

Open Terminal and the rest should work like magic.

281
Alright, I'm here with a new update.

Right now I'm busy adding in some new creatures.... rather different this time compared to the usual.... My main plan right now is to add very youkai and other wild life that have become part of the Gensokyo universe.

Currently I've turned to focus on some critters of the underground.
Spoiler (click to show/hide)

Some other idea I have in mind are possibly adding in Kedamas and wild faires. I want to make faires an actual race, but I'm unsure how flying races handle when they aren't a playable race and if they even function.

Also considering ghost faries and ghostly spirits for the underground. Course the big question is how will thier bodies be handle. I would treat them like a gas. But one puncture and pop! Sure they need to be weak, but come on, that a bit too weak (which is why I can't allow Unzan in the game.

Also I realized the Mima yukkuri never got her megabeast tag so it never appeared in the game. That should be fixed by the next release.

Any other advice on this part will help since it's all in production still.

282
For example:
Quote
Some victims can end up drained as subvillains or slaves in the same way a bandit leader has subordinates

Does anyone think of certain youkais that can do this? And of course there's also Remillia.

Quote
Can be cursed by night creatures when you put them down

Does that not sounds like something that could happen if you attempt to kill Hina?
Remilia cannot do that. It's part of her canon that she's a light eater so can never drain enough blood to kill a victim. Most she can do is make them feel anemic. If you need a vampire who can do that, there's always Kurumi (PC-98). As for Hina... a technicality: how do you kill a doll goddess? Sure, you'd get cursed when you attack her, but I don't see how you can kill a goddess.

Yeah, I nearly forgot about that part about Remilia, all her servants are alive and well when I think about it. And choose to work for her under thier own accord. So yeah, I might as well toss her out of this plan. :P Everyone else is still good.

And also if you read a bit about night creatures, they can't be killed by normal methods. So straight out beating up Hina should not kill her permamently. She would eventually come back for some more (and most likely retaliate!) If there is a way to make the said night creature not killed by special means....then it would practically make it an eternal being! Thus it would be simalar to a god. :P Course if this could work on her....I could imagine making mokou a possible charater to! Just without the minons or slaves bit......

But yeah like I said, this is going to more or less serve as a testing ground for future plans. So these Touhous may not be final in terms of where they will be placed game wise. And it's all going to be on the back burner for a while until Today gets far enough that we can finally have the night creatures.
For example:
Quote
Some victims can end up drained as subvillains or slaves in the same way a bandit leader has subordinates

Does anyone think of certain youkais that can do this? And of course there's also Remillia.

Quote
Can be cursed by night creatures when you put them down

Does that not sounds like something that could happen if you attempt to kill Hina?
Remilia cannot do that. It's part of her canon that she's a light eater so can never drain enough blood to kill a victim. Most she can do is make them feel anemic. If you need a vampire who can do that, there's always Kurumi (PC-98). As for Hina... a technicality: how do you kill a doll goddess? Sure, you'd get cursed when you attack her, but I don't see how you can kill a goddess.
It could just be represented differently, like in Fairy Wars, where Cirno is fueled by motivation rather than health.

You'd just need to change the itemcorpse to something more appropriate to a goddess that's fed up with Suika's shenanigans.

Well that's an interesting thought, though I'm still need to figure out one key problem then... body parts. Sure we could hack them apart that way, but their body parts don't exactly become corpse items (unless maybe you like probably with a whole lot of work on changing specific body parts, haven't tried so I don't know.) For the majority of Gensokyo this would be ok I guess since they can regenerate. But for the certain key humans (like Reimu, Marisa and Keine[yes I count her as one even though she's half a one), and maybe the Enieitei team excluding the immortals, this wouldn't quite work. Not in my book. My main goal was to try to keep it on a somewhat canon aspect. Though I know not all of it can work. But hopfully in the long run there can be a solution to some of these situations that are brought up.

For right now, my current objective is to consider adding in new creatures and the Inaba race like I discussed before hand.

283
That would be the most fitting thing if only it was possible. But alas she would only appear in the Spring in any given time. Anyways, like I've said before until some things start coming together on Toady's side, I haven't considered putting the Touhou charaters in yet since I want them to be different.

But hey as soon as creatures of the night come into play and assuming they are editable.... I should have an chance to throw in some actual Touhous.
When/if you put them in (actual characters, not yukkuri), will they be at full power, at hiso tensoku power, or at on of the shooters' powers?
Or will the absurdly strong ones never appear at all?

When I do put the charaters in, it'll likely when Toady finally make some head way with the magic system (which is a few years down the road). Because my main goal will be to use what I know about the charaters, and spellcards form my experience of playing the games and apply them to the actual game.

Though to be fair, I would probably have to simplify them because I could not possibly imagine DF being able to process alot of magical actions occuring at once.

But then again we don't know what magics going to imply all together so it may be wishful thinking on my end.

But here are something I'll put together explain some things I have in mind assuming magic will be customizable and workable once it's release.

Spoiler: Big list of ideas (click to show/hide)
There's many other things I want to consider but I will say for the time being, I do have some actual Touhou canidates in mind...

With creature of the night being an important adventure mode feature. This will allow me to begin a testing ground for certain TOuhou charaters.

For example:
So as you can see based on some of the ideas Today has been putting together I may have a way to introduce Touhous into this. Just not alot for now. They'll mainly serve as a testing ground for future charaters.

The canidates I have in mind are: Rumia, Mystia, Yamane, Hina, Wriggle and maybe Remilia

Though to be honest, I rather save Remilia for incase Toady decides to make something like a dark overlord that rules in a mansion of some sort. Then I would have something new planned for that. ^^ Imagine a mansion full of armed maids and Remilia being like the dark overlord ruling over them and if I can mixes others in, then  Sakuya, PAtchouli and Meiling can be worked into the mix. :P

Like I said before alot of this stuff is in long term planning, but at least there's a good chance I could include some Touhou charater eventually once the night creatures are put in. I just hope these night creatures are "pyshical creatures" and not something like a entity like a god or something, otherwise this plan would go to waste.

284
Uh hey, just noticed that it's been over a week since my turn and half a week since T34G3 said he couldn't take his turn so passed it to Serpetarius. Is this game still on or do we need to shift to Totaku's turn?

Yes, the game is still going on at the MotK forum. I plan to inform everyone later today about what Serp told me. I had been very busy over the last few days fiddling with many things including dealing with the return of an old friend of mine who runs a comic that I use to participate in years back.

Anyways.... I would like to inform you all that I recently decided that I'm considering adding Inabas as another race in the game. I would see them living in a simalar matter like Elves, but possibly live in a simlar setting  like the humans and kappas. Not sure how I plan to set them up just yet. But I'll put something together in the weeks to follow...
You should totally have Lily White spawn at the start of spring, as some peaceful entity.

That would be the most fitting thing if only it was possible. But alas she would only appear in the Spring in any given time. Anyways, like I've said before until some things start coming together on Toady's side, I haven't considered putting the Touhou charaters in yet since I want them to be different.

But hey as soon as creatures of the night come into play and assuming they are editable.... I should have an chance to throw in some actual Touhous.

285
DF General Discussion / Re: PRINT_MODE poll
« on: August 11, 2010, 11:05:33 pm »
I use Partial:0 I know others that use Standard. Overall those seem to give the best in terms of framerate to my view.

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