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Messages - Sowelu

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6796
DF Suggestions / Re: Three suggestions
« on: January 30, 2009, 06:57:04 pm »
My take:

1) Dirt walls are SUPPOSED to look less awesome.  If you really want them to be smoothed without adding value, then dig out one more square in each direction, and build constructed walls out of stone or wood!

2) I like paint.  That sounds like a lot of fun.

3) That's planned, though the details are sketchy, but it's pretty far in the future because it's kind of huge.

6797
Other Games / Re: WURM Online
« on: January 30, 2009, 06:33:29 pm »
Yeah, persistent stuff frequently fails because of the simple reality that each PC only exists in the world for about ten hours out of every week on average, and sometimes disappears entirely for weeks at a time...BUT, they still want to keep right on playing when they get back like nothing ever happened!

6798
Other Games / Re: The Roguelike Development Megathread
« on: January 30, 2009, 06:28:47 pm »
Funny thing is, header files are just stuck into the file, replacing the #include, at compile time.

You can easily add function prototypes directly, not just to headers.

It's frequently important to include class prototypes, too.  Like if class A contains a pointer to class B, and class B contains a pointer to class A, they can whine if you #include the headers in each others header file...  But just saying 'class A;' and 'class B;' at the top of each others header will often get the job done.

6799
DF General Discussion / Re: PEW PEW! Bay12 Outage Checking program!
« on: January 30, 2009, 06:04:33 pm »
You're off by a factor of something.  There's 86400 seconds in a day, so 1k/sec is 86.4 megs a day, around 2.6GB/month.

Still, to me, running automated scripts that use any bandwidth is a matter of politeness--though to be fair I guess Toady did ask for more information on the downtimes.

6800
Other Games / Re: The Roguelike Development Megathread
« on: January 30, 2009, 05:42:23 pm »
C# doesn't have those restrictions, it kind of eliminates the concept of the header file and lets you declare functions in any order you want.

6801
DF General Discussion / Re: Illegal instruction
« on: January 30, 2009, 05:29:31 pm »
One player who's reported the issue, so far.  Who knows how many folks would stick around longer if the game wasn't mysteriously unplayable on their system?

(never mind the framerate...)

6802
Other Games / Re: The Roguelike Development Megathread
« on: January 30, 2009, 05:20:58 pm »
One of my peeves is that everything has to be arranged downward in the file, so that stuff is specifically declared before it's used.  That doesn't help me, I need to be able to reference stuff wherever I think of it later.

Well, not need.  That's why it's just annoying.

Any half-decent IDE will let you have your header file and your .c/.cpp file opened in different tabs, so you can add a declaration anywhere in your header and then use it anywhere in your code...

6803
DF Suggestions / Re: More in-depth statues
« on: January 30, 2009, 04:56:16 pm »
Hey, this topic is actually pretty interesting compared to the electricity ones, since it's about something that'll actually get implemented at some point!

I haven't read the other threads on statues, but presumably, you could still get worthwhile discussion out of this topic...You just have to go a little more in depth.  Like, pick a facet of this whole statues thing and explore it more!

6804
DF General Discussion / Re: Illegal instruction
« on: January 30, 2009, 04:53:49 pm »
I don't see any reason why DF can't ALSO be compiled without those optimizations.  Download this if you have a modern machine, download that if your machine is ancient.

6805
Other Games / Re: Faery Tale Online
« on: January 30, 2009, 04:51:45 pm »
I'm imagining there's huge advantages for early generations (at least in terms of being better-established), so I'm wondering if it's going to be, you know, still playable for people who come in late.  Please correct me if I'm wrong though!

Why not have twins and triplets and quadruplets and stuff?

6806
Other Games / Re: WURM Online
« on: January 30, 2009, 04:05:08 pm »
Heck, ATITD lets GMs change the height of the landscape.  All editing is live, so when a GM is finishing a nifty place up in beta, you can stand there and watch as the ground moves around.

Players aren't allowed to, but the tech is there and quite functional.

6807
DF General Discussion / Re: THE ULTIMATE SHOWDOWN
« on: January 30, 2009, 04:03:27 pm »
Link to Sankis, please?

6808
DF General Discussion / Re: Tileset generator - interested?
« on: January 30, 2009, 03:22:15 pm »
About that non-fixed-width thing.  What about characters that are supposed to take up the whole tile...like walls?  Do you still center them, or stretch them?

6809
Other Games / Re: WURM Online
« on: January 30, 2009, 02:39:28 pm »
Two story houses...Hm, they might be able to pull it off.  I don't know if objects obstruct each other at different Z-levels like they did in Doom.

I don't really know what criteria something would have to have for me to really consider it 3d.  I mean you can even have an overhanging cliff, but if that's just a mesh you stuck onto your flat, 2d landscape...  And while you CAN walk on top of a mountain you mined in, well, that's because the mine is just a portal stuck on the mountain face.

I think to call something truly 3d, you'd have to be able to dig into the mountain at an arbitrary place, from an arbitrary angle, and cross other tunnels.

6810
Other Games / Re: The Roguelike Development Megathread
« on: January 30, 2009, 02:27:11 pm »
Agreed.  Write your own serialization.  All sorts of things can be a little wobbly with saving games.

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