Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - RaidSoft

Pages: [1] 2
1
I think that has to do with linear filtering in the inits. Switch it to NEAREST and it stops blurring the edges like that.

It definitely helped it look better but it kind of looks like the text is getting resized to a size it's not really intended for, looks like this when in a maximized window with Nearest instead of Linear http://puu.sh/fGr9F/6695f1a8fb.png

2
Both yes and no, it has an effect but it doesn't really make it any better, just slightly different in what pixels aren't getting showed. It's definitely a resizing issue though that seems to kick in at a certain resolution. Someone on IRC mentioned that he didn't really have any issues on his 2560x1440 monitor so I'm not sure what is up with that, maybe he just doesn't notice it?

It seems like the minimum size is too large or something thus causing it not to be 1:1 pixels.

3
Soo I have run into an issue that is quite weird, when using TwbT and resizing my window above somewhere around 2052~ (roughly) horizontal resolution then the text starts acting weirdly. It goes from this: http://puu.sh/fG1RR/cace3ae44d.png to this http://puu.sh/fG1Ub/b054ab4614.png when it passes a certain width. I have been unable to find a way to prevent it and while it's playable it's quite annoying that the text is not as clear but rather weirdly pixelated.

Any ideas anyone?

4
DF General Discussion / Re: Dwarf Fortress 40_05 Starter Pack r2
« on: July 29, 2014, 03:41:59 pm »
I usually just load vanilla df binds, before I realized I should do that then I was quite confused so it would not surprise me if this is the case for quite a few newer players. Best would of course have it somehow autodetect your set language setting and change default profile based on that but not sure it's worth the development time if that's even possible.

5
DF General Discussion / Re: Dwarf Fortress 40_05 Starter Pack r2
« on: July 29, 2014, 02:22:12 pm »
Well the = button requires a shift key on a Swedish keyboard and becomes very weird to use (basically it's shift 0, while - is to the right of .)

6
DF General Discussion / Re: Dwarf Fortress 40_04 Starter Pack r5
« on: July 28, 2014, 06:38:59 am »
Awesome, your work is greatly appreciated! Now to have some fun... he he he

7
I'm just wondering if anyone else has been noticing this. I've been playing fortress mode on 40.04 and underground trees are incredibly dangerous and frustrating to deal with as well besides the constant collapsing trees on the surface. They seem to grow even in 1 tile tall soil areas but they take up multiple z-levels in height (punching straight through the ground even all the way up to the surface) and if you try and cut them down it's most likely going to cause a collapse killing whoever is doing the cutting and leaving big ugly holes that you have to fix.

This is making things pretty frustrating for me as I like to have fairly large workspace areas in soil but as it is right now trees are going to pop up and be in the way all over the place once I breach caverns and getting rid of them is not very easy to do..

8
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.

This is what I did for my turrets/mines, I made a zone into a pasture then assigned them to it ;D bam they never move!

As some ninja's were kind to point out as I was typing this post ;)

9
Well judging from my posts it looks like it took about 6 hours. Granted I knew nothing about all the information in there so I had to kind of learn as I was doing it. It shouldn't be too much work just to add the values but I'd say it would probably take at least an hour more or less. I still don't know what the values mean though. I'd say 90% of them have a value of 2 or 3, I don't recall seeing anything higher. I don't know what that 2 and 3 mean though.

That's a fair bit of work and it's quite appreciated!

http://dwarffortresswiki.org/index.php/Crops not sure how they extract that information or if that is manually done as well, but from what I've understood better value means it will bring more happiness to your dwarves as they eat/drink it? Thus you'd want to produce your top value crops that you have access to while still keeping a variety of stuff so they don't grow bored of the same old booze/food or have I misunderstood this whole system?

10
I actually did the plants last night, here is the image:
Spoiler (click to show/hide)

I didn't add their value, but most of them were the same value from what I noticed.

--------

Here's a download link: http://www.mediafire.com/?2uocr9kpj5zzczp
This includes the image, a html document (so you can search using ctrl+f for specific plants), and an OpenOffice spreadsheet file which is what I used to make the actual list.

Yeah I saw this and it's definitely a help! How much work was it to put this together btw? And how much more work do you think there would be to add values to it?

11
Something I would love to see is documentation about the different materials, like Deon did for genesis like you can see here: http://df-genesis.wikidot.com/metals (especially the "By compressive yield/fracture, By weight/density and By edge so you know what materials to use for what type of weapon)

I don't know nearly enough about reading the raws to extract stuff like this into a good readable format or I would do it myself... Same goes for different plants and their values, would be nice to have a chart of what plants can be used for what as well as their value so you know what's best to be farming.

This is all stuff that would be nice to have and all but obviously people are busy doing other more important stuff but I hope to see something like this some day when someone with the knowledge and time puts something together :D Awesome mod regardless and I love your work, cheers!

12
DF Modding / Re: Dwarf Therapist (LATEST 0.6.10 3/15/11 see first post)
« on: February 15, 2012, 10:02:17 am »
Yes please ignore people like that, DwarfEngineer, it's unfortunate but there will always be people like that but remember for each of those you have thousands of people that truly appreciate your work and are in the background calmly and patiently waiting/hoping for it to get released. Obviously it's unreasonable to want you to drop everything and just get it done right away but some people can't see that and thus you get people like that, they just can't realize that it's another person on the other side of the text that has their own life to live...

It's funny and sad because those kinds of people go "omg get this done already!" but they won't lift a finger them self to help out...

13
That's awesome, only problem I see is that every mod would need to be manually added rather then it just detecting the stuff manually but hey can't have it all I guess? :D

14
I would love that, I actually give my dwarves nicknames based on their caste already so this would save me quite a bit of effort and stop me having ugly nicknames on my dorfs! (Since I tend to assign them jobs based on their caste, especially steel ones for my military!)

15
Well 100% is one thing, but 95% would be a -1 in DnD terms.  And -1 isn't too much at all.  It means they need to "crit" you to hit you.

Well, the difference is that one hit to the head in DF is MUCH more effective then any hit in DnD terms would be.. Wouldn't it need to be balanced so that you don't instantly die from getting hit once in the head?

Pages: [1] 2