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Messages - Caldfir

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76
Just an FYI here, to let you folks know why modding out stone gets everything to act so strange:

The map in DF only stores tiletypes, and biomes for each square, not the materials.  The material is determined at runtime from the tiletype, a base index, and the available biome materials.  The appropriateness of a tiletype to have a certain material depends on if the material is stone or soil. 

OK? That's the simple case.  Now what happens if your biome has no appropriate materials (like let's say, boulders in a biome that has only soils), well the game default behaviour is to go to the stone list (or soil list, if it's a soil tile), and pick something at random (this should be consistent).  This is the reason that in mountain biomes one frequently gets strange results from cave-ins (random patches of different kinds of sand).  If there are NO APPROPRIATE MATERIALS AT ALL, then there is no failsafe, and you just end up with some random inorganic showing up, and flashing like that because you're reading from unassigned memory.  Frankly it's a little surprising the game doesn't just crash. 

So pretty much you NEED at least one stone and one soil in your raws for things to not go completely bonkers at least some of the time.

The workarounds sound clever though.  I'm interested to see if this works. 

77
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: June 05, 2013, 12:23:19 am »
Alright, circumstances have given me access to a linux machine.  Fought my way through the compile process, and stonesense seems to be working fine here, apart from the allegro timers being... completely insane (looks like they are off by a few orders of magnitude? pretty sure it wasn't taking ~32 years per frame).

In the future perhaps I can me more insightful to people experiencing troubles with stonesense on linux.

 In other news I've taken some small steps toward getting some sprites for human/dwarf children.  I think they're going to be genderless and raceless because... well I don't know how different a human boy and a dwarf girl could possibly look, and it probably isn't worth the effort.  Maybe they will get different hair or something.  There's also no way for children to wield weapons, so I don't have to worry about a secondary pose, and armour probably isn't an issue.  It will take time, but significantly less time than humans or dwarves took. 

78
I'll take a turn.  This seems like fun, in spite of (or perhaps because of) the fact that I will almost assuredly die horribly. 

79
DF General Discussion / Re: Future of the Fortress
« on: June 02, 2013, 06:33:57 am »
There seem to be a number of things sitting around waiting for a pathfinding rewrite.  Most notably flyer/swimmer pathfinding being sort of crazy, but with the upcoming new release there is climbing and jumping, and on the horizon there is potential digging and construction.  Gonna be one hell of a rewrite once it comes, which by the sounds of things will most likely be along with "improved sieges", since that's the one item that simply doesn't work at all until the pathfinding is working (at least not as it's been described). 

Though when that might be is completely unknown :)

It's going to be interesting to see how all that eventually works it's way to fort mode.  I can imagine strange bugs with dwarves scaling cavern walls and swimming through underground lakes to fetch wads of silk on the cave floor and all kinds of craziness.  What's going to be hard is representing these abilities without having them used all the time.  Maybe someone would scramble over a wall if faced with an imminent threat, but it's much less likely for anyone but some kind of parkour gymnastics ninja to do so while carrying a baby and a load of lumber.  There are many strange cases that need considering.  Stuff to look forward to though. 

80
Cool!  Glad that's working.  Getting stonesense a bit more mod-friendly is a good thing.  Having to do a second set of sprites just for stonesense seems like too much work, and the 16x16 sprites do a decent job of visualizing what's going on I think. 

81
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: May 28, 2013, 08:21:09 am »
Short hairstyles are done.  I keep generating worlds where nobody styles their hair at all so screenshots aren't too good.  Just about everything has two variants based on length now.  I'm considering a length of 500 200 or less to be "short" since that seems to divide things pretty evenly.  That might change depending on how stuff ends up looking. 

Also I fixed turbans. 

Spoiler: just comb it over (click to show/hide)
Spoiler (click to show/hide)

I think that's going to be the state of dwarves for a while.  Overall they are looking very good.  The different-length hair makes enogh variation that you can start recognizing the male dwarves by their beards. 

Not sure what I want to focus on next.  Leaning towards getting a set of child sprites drawn, since those could be reused easily for pretty much every race, and there don't need to be significant gender differences.  I might in stead work on hair styles for humans.  Another possibility is getting some animal-people sprited up (only need to do heads - they can use the human sprite sheet).  Then again, maybe elves and/or goblins should get attention, or maybe I should just try to get the domestic animals done with large sprites before anything else.  Damn there's a lot to do. 

edit: fixed some problems, now have many stylish dwarves:
Spoiler (click to show/hide)

82
DF General Discussion / Re: Future of the Fortress
« on: May 24, 2013, 04:30:30 pm »
That quote from Toady makes me realize that stone-fall traps are already better simulated by a pressure plate below a trapdoor with a rock on it.  For the damage that kind of thing can do, the difficulty in set-up seems appropriate.  To me it seems like the game is going to evolve towards a state where there aren't really dedicated "traps" items, but rather just clever arrangements of dangerous goodies designed by the player.  If you have pressure plates and lever-controls, you can already do the job.  Some sort of mechanic where a cage landing on top of a creature has a chance to trap the creature in the cage would fill the "cage trap" role, and being able to link some kind of launcher like a ballista to a pressure plate would work for weapon traps.  Not sure if that's what Toady has in mind, but it sounds potentially along those lines. 

I would enjoy such a system.  Sieges being totally non-threatening is something that would be nice to resolve. 

83
Hmm, well, it's possible that the files are different enough that the comparison software is having trouble aligning them.  That might be fixed by doing a hierarchical sort, but there are some cases where changing that order might lead to different meaning for the loaded files, so it wouldn't be a comparison anymore. 

I'll put some thought towards some kind of "mod comparison" tool. 

84
DF General Discussion / Re: Future of the Fortress
« on: May 15, 2013, 03:41:26 am »
On the subject of multi-tile creatures, there is quite a bit of variability in how bad the pathfinding becomes depending upon how general you would like "multi-tile" and "paths" to be.  If your multi-tile creatures are all cubes, then it isn't so bad.  These problems and more all come up with boats and seige-engines and moving fortress components, which we know are planned features, so the idea that those concepts might be applied to creatures isn't so far-fetched. 

The AI issue is somewhat less certain, though there are already situations now where no path exists between two creatures and the AI doesn't know what to do about it, so perhaps it isn't as large an issue as it seems. 

Regardless, it is all a very very long way off. 

85
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: May 10, 2013, 01:02:19 pm »
Hmm, well that would be pretty straightforward to do for a graphics set, however the toggleable code I have just redirects equipment coloring, so there isn't a straightforward way to select who to apply it to. 

If you want that particular setup, you can go into dwarves.xml, find the male and female civilian entries, and find-replace color="equipment" with color="profession".  It wouldn't be toggleable, but the existing sprite drawing framework has a lot of power to do extremely specific draw operations like that in a straightforward manner. 

hmm... that actually gives me an idea...

86
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: May 09, 2013, 04:07:39 pm »
Looks okay. Are you making that toggleable, or is it just a different tileset?

Trying it out toggleable.  Redirects the equipment coloring to the profession coloring when turned on. 

87
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: May 09, 2013, 01:14:38 pm »
Considering this as another alternative to profession display:

Spoiler (click to show/hide)

thoughts?

88
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: May 09, 2013, 03:49:06 am »
Well, finally had some time to put towards hair styles.  Long-length is pretty much finished.  I want to do a short version of most of the styles as well. 

Spoiler (click to show/hide)

89
DF Gameplay Questions / Re: What now?
« on: May 08, 2013, 02:52:27 am »
The idle dwarves - check their labors and see if perhaps hauling is turned off.  Idle dwarves are not necessarily bad, unless you're waiting a long time for things to get done.  10% idle is pretty normal.  If hauling is enabled for everybody, then there probably just aren't enough hauling jobs to go around. 

"Farmer" is just a description of a broad set of skills the dwarf currently has.  Each of those individual skills are of varying degrees of usefulness, so many "farmers" can mean a lot of things.  Also, you can assign any labors to any dwarf, and as they work those skills will improve, and their displayed profession will change to reflect that. 

As for security - wall off any outdoor sections you plan on using regularly, with only entrances/exits in predefined locations.  Guard those locations somehow (traps and doors are the simplest way to go).  Set things up so that dwarves spend most of their time indoors if at all possible.  Avoid fighting directly with anything until your military is relatively well trained (doing this is complicated and fairly involved - read the wiki).  Never send your dwarves to fight against archers - try to lure archers into traps if you can. 

Be aware that the thing that eventually gets you will not be what you expect.  You will be working on making some kind of megaproject, and some minor thing you forgot about will come back and wreak havoc on the whole setup.  As the game currently stands, it is actually pretty difficult to actually outright "lose", however it is easy for a small event to cripple a fortress badly enough you can't really do anything with it, so be prepared for that eventuality. 

90
Is the work with mapping still ongoing?  The new IsoWorld seems like it has desirable features

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