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Messages - therahedwig

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796
DF Dwarf Mode Discussion / Re: Bee Hive question
« on: August 21, 2014, 04:22:47 pm »
I actually have a lot

For the matter I have not seen any bees in 40.09 at all ... I can build beehives but there are apparently no bees anywhere. Has anyone?

Not exactly a big loss, but regardless.

They are there though(I've had them), but only in spring-summer. Very short window, but beekeeping is more or less automatic, so just set up a hive, have it not be automatically collected, and at some point your dwarves will chuck in a bee.

797
DF Suggestions / Re: Labor priorities instead of labor allowances
« on: August 21, 2014, 09:38:31 am »
There's no death penalty on being human, do consider making the development list your friend though :)

798
DF Suggestions / Re: Labor priorities instead of labor allowances
« on: August 20, 2014, 10:18:17 am »
Job priorities are right next on the list. It's why we had dwarven personality rewrite to begin wuth.

799
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: August 18, 2014, 06:15:57 am »
Quote

Progress on the trees is looking good!
Thanks, unfortunatly I'm having tablet trouble, so I haven't been able to really continue on it. >_>
There's plenty for pretty pictures, but half of the fruits are still missing and palm trees and feathertrees look weird :/

800
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I'm a huge vector advocate, but this does take away gradients from Andrew's toolbox.
How do you mean that? I thought SVG files support color gradients.
Ah. Not the kind of gradients I was talking about. Those are linear and circular gradients, but not yet mesh-gradients or any practical shaped gradients. Linear and circular gradients are great for UI work, but a little limiting on illustrations.
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Plus, vectors just aren't as easy to make, even in this artstyle. It requires a lot of time to get right.

And in case of things like body parts, they won't benefit from vector, as the muscles and the fat can't be applied as a difference to a generic set, unlike 3d model-parts. (Which would bring it's own problems)

Sure it would not be easy. I thought about defining a set of points that specfies a body, developing example characters with assigned parameters and then using a support vector machine to develop a general shape model that can be speciefied via parameters in different ways. I am a noob in this area (only heard about the theory in classes) but thought it should be possible.
Not quite.
Yes, while a shape can be manipulated in svg, it would not automatically mean it would make sense aesthetically. We have things like suggested lines which imply an internal contour of the described 3d object(like a hand, or a muscle), and these lines cut halfway into the base drawing. On top of that, things like hands and muscles have very peculiar proportions(some are relative to body size, other to weight, others to the objects own size etc).

What I am most worried about is attachment points. While you could paste a muscle onto a paper-base, hands need to be attached properly, and retain their inherent consistency. That is to say, the wrist needs to deform, but the rest of the hand, part of the same shape needs to retain it's own size. Or only change in illustrative width(not absolute width), so you'd need to apply some kind of perspective deformation to figure out which parts of the hand should not be deformed, but if the hand is drawn at 3/4th quarters, you'll need to figure out which part of the hand fits what perspective.
This would be a lot easier with 3d, because then you can just use weightmaps or vertex animations(or even bone animation) to modify the body-proportions accordingly.

Not that it can't be done, it's just pretty complex to do, and let's not get into the fact there's no high-level tools for it.

801
DF General Discussion / Re: Future of the Fortress
« on: August 16, 2014, 10:46:58 am »
Outside of the hardcoded migrant waves, I too haven't noticed caravans on dead civs. (I have, however had elves and humans :) )

802
DF General Discussion / Re: Future of the Fortress
« on: August 16, 2014, 10:18:02 am »
I will believe it when it happens. There was thread showing (unintentionally, poor guy that created thread tried to show opposite, but failed epically) ugly trend of releases to be longer, and longer, and longer... interestingly, there are distinct two tiers of release lengths.
I respect that you wish to do that, but all I have to say to that thread is that applying statistics to a single person's habits is a really bad idea to begin with, on multiple levels. :/

803
DF General Discussion / Re: Future of the Fortress
« on: August 16, 2014, 08:31:47 am »
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It still worries me, as there are still tons of bugs to fix and I see that Toady already gets bored. Pray that your "favourite" bug will be fixed before Toady has enough and start doing something fun (adding more bugs features). IMO it is bad to change gears so soon, because next bugfix crunch will be after next major release - in other words, in 2-3 years.
Whoa, dramatic much?

1) I don't know if you've ever developed any project, but briefly doing something else is not a sign of boredom, it's a sign of making sure you don't turn into a vegetable while keeping your output high :)
2) 2014 is very likely to have been the longest release cycle, because Toady said in an interview he 'finally has enough clay to play with'. Basically, implementing new features is going to be significantly easier because all the base frameworks are in the game now.
(This is why a lot of people are super excited about this release despite it not bringing 'much' to fort mode.)

804
DF Gameplay Questions / Re: Grazer question
« on: August 16, 2014, 07:21:32 am »
It still needs to be pastured.
Untill we get feed, large grazers just a drag.

805
Well, it would make more sense (and work) if it used vector graphics (just saying...)
Not necessarily.
I'm a huge vector advocate, but this does take away gradients from Andrew's toolbox.
Plus, vectors just aren't as easy to make, even in this artstyle. It requires a lot of time to get right.

And in case of things like body parts, they won't benefit from vector, as the muscles and the fat can't be applied as a difference to a generic set, unlike 3d model-parts. (Which would bring it's own problems)

806
DF Gameplay Questions / Re: Sick Medic
« on: August 15, 2014, 05:03:30 pm »
martinuzz, as a fellow Dutchy, I'm joining in on the 'your teacher wasn't right' party. What I suspect may have happened is the following:

"I am ill" and "I am sick" are the same as "Ik ben ziek".
However, "I feel ill" and "I feel sick" are equivelant to "Ik voel me niet lekker", describing a generic symptom, often implying nausea.
He probly confused the two situations.

However, if you really want to make things confusing, there IS a difference between "I am nauseated" and "I am nauseous":
The first describes you feeling sick(;) ), the latter says you are making people sick.
So, to get slightly on topic again:
The forgotten beast is nauseous: it makes the dwarves nauseated. The dwarves feel sick; they have been inflicted with forgotten beast syndrome! :)

//Sorry for derailing your thread, blingo.

807
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 14, 2014, 03:56:13 pm »
Maggarg, as someone who just got in before 2010:

*Hospitals- Are pretty easy, just assign a zone, put in some beds, make sure you have a well, and have a dude with diagnose enabled, rest is on wiki.
*Military - make a barrack, make a squad, set the squad to the training alert, set the barrack to be the training place for squads, follow the wiki for the rest.

*Main difference - material rewrite: silver hammers are much more useful than spoiler hammers, while spoiler swords are better than silver ones.
*Main difference 2 - All maps are potentially interesting. Don't worry about perfect embark for the beginning.

*New nasties - forgotten beast, night creatures, and other fun. The wiki has details, of course :)
*Zombies require pulping, so a squad of hammerdwarves pulping all their limbs into unrecognisable messes should work.

*more creatures.
*bees! (and beekeeping)
*animal training now works differently and requires a zone.

*mining skill no longer affects ore return.
*dwarves no longer haul things one at a time, they now they item weight and size into account. Stones are now slow to move without wheel barrows.
**Minecarts!

*main difference - The world now moves during play.
*This means your sieges come from actual world pops.
*this also means your kings, queens, liasons etc are from somewhere and will take time to get to you.

*burrows!(dwarves will only use burrows as job restrictions, not for anything else, except if the civilians are set to alert in that specific burrow)
*dwarven personalities, they affect things, and stuff.
*things are afraid, buggily so.
*trees! A lot of wood!
*for that matter, Clay!

You should be able to get going with what you've always known.

808
Yes, giant cave spider do as well :)

It's natural skill!

809
DF Gameplay Questions / Re: DF2014 Farming Update?
« on: August 14, 2014, 03:00:14 pm »
Dame, that was what he was trying to poing out.

810
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: August 14, 2014, 06:19:03 am »
Strangely enough, you don't see this problem on big opensource software projects, because they make sure that things get merged back into master, and only do big new features in branches, and merge them as soon as they are sure it won't break the rest of the program.

Edit: Though those guys usually have their own git repo and don't use github, and usually also more organised. I guess I can see what you guys mean.

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