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Messages - Mechanoid

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1486
DF General Discussion / Re: Future of the Fortress
« on: April 15, 2007, 01:01:00 am »
If a dwarf liked the color blue, you could dig a pond in his bedroom and dump a barrel or two of dimple cup dye (which is blue) into it, and ta-da! The dwarf is happier because now he has his favorite color in a pond in his room.

Assuming you had enough dye, you could create a multi-hued waterfall by placing three holes in the ceiling for the dye to fall, and for each their own collection pool (so that they dont mix) which is then pumped back up to the top.
Which is IMO, ballanced, because of the massive amount of effort it would take to make the structure (dig the area, make sure it wont mix the dyes, actually make the dye in enough quantity, etc)

[ April 15, 2007: Message edited by: Mechanoid ]


1487
DF General Discussion / Re: Future of the Fortress
« on: April 14, 2007, 11:01:00 pm »
quote:
Originally posted by Misterstone:
You know, just in case some of the fortress's elfin or human er... guests want to strip naked and wrestle in it?

Goblins would probably be doing that more then dwarves.
[However, that does bring up an interesting point:
How much liquid does a barrel (which is really just a large, sealed bucket) contain, and could you use barrels to transport a liquid from one area (a river) into another (a pond) or fill them with something and dump them into an area?
Having fountains flowing with booze in a reserve carved into the rock seems like something the dwarves would do if they have few barrels to keep it in.]

[ April 15, 2007: Message edited by: Mechanoid ]


1488
DF General Discussion / Re: Future of the Fortress
« on: April 09, 2007, 07:34:00 pm »
On hold probably.

Toady is 'recovering' most of what this version has, in the like of caravans and nobility ineraction with diplomats... and stuff.

The next next version, we see new s_t.  ;)


1489
DF General Discussion / Re: Future of the Fortress
« on: April 09, 2007, 12:38:00 am »
Press the ; key
Then l to load the movie, and p to play it.
[if you dont see the movie, make sure the file is in the /movies folder, NOT THE FOLDER WITH THE INTRO MOVIES!]

[ April 09, 2007: Message edited by: Mechanoid ]


1490
DF General Discussion / Re: Future of the Fortress
« on: April 06, 2007, 06:26:00 pm »
quote:
Originally posted by Pnx:
Hmmm if you do allow rain to create water pools it might be possible to gather water from rain. For drinking purposes.
Dwarves could just stand outside with their mouths open.  :o

1491
DF General Discussion / Re: Future of the Fortress
« on: April 06, 2007, 05:58:00 am »
Sweet, sweet work on the flooding. The radically moving numbers kind of look like ripples. Though i was expecting the lower level to fill nearly instantly and completely PWN the miner, i was a little confused as to why the water seemed so oddly thick. Probably just too adjusted to the speed of the "OH SHIT, WATER/LAVA FLOOD. FK!" flows that are in the current version, and also probably slowed down on purpose so you can more accurately gauge what your code is doing.

In any case, it's doing a fine job. Maybe your next video could be about...

quote:
Originally posted by flap:
There is no option yet to remove the floor/roof between 2 z-levels?
Channels.
Digging a channel = digging downwards
Digging out a staircase or a ramp also allows the destruction of ceilings (dwarves need to stand on something to successfully dig out something above them) It was stated somewhere around page 16 or something, i think, so it was easy to miss.


It'd be fun to link together all the little ponds outside your fort, dig a massive pit underground, put a grate on the top, and then completely drain every single body of water on the map. Then collect the fish that are flopping in the mud /on the grate.  :D
Or even better, build a 1x9x3 glass window and make a HUGE aquarium for your dining room.


1492
DF General Discussion / Re: Future of the Fortress
« on: April 06, 2007, 01:02:00 am »
quote:
Originally posted by Toady One:
There's also the matter of determining when the water would want to move upward in the first place, even in the absence of air.
Well, water flowing upwards is just a waterfall in reverse, so maybe ... ?

But i do agree, doing air pressure after every other remarkable thing you've done so far (MOFU 3D WATER MAAAN) would be an overdose on pwn and destroy ones sanity.

Feature Creep: Caused more by the community then any other source known to developer kind.


1493
DF General Discussion / Re: Future of the Fortress
« on: April 05, 2007, 11:35:00 pm »
It would be good though if air pressure did exist. You could dig downwards several floors, a short hallway, and then a few ramps up would result in a U-type shape, which if one end is capped will prevent water from entering the capped end...

Wait a moment! What if just a single invisible "air pressure" object is used, which then attempts to find a path to an "open air" tile?
This way you COULD have air pressure without actually simulating all of the air. Example:

code:
#~#
#~#
#~# ########
#~###      D
#~~~~~^#####
########

A vertical shaft filled with water, flooding a corridor and a ramp at the bottom with water, but because the (D)oor is closed, the "air pressure" entity cannot find a way to the surface, and as long as the door remains closed, the water wont move. Also, because moving upwards isn't exactly natural for water, the only time this entity would be spawned is when the water is considering moving upwards from one block to the next in the z axis.


[But as for the actual conversion of O2 to CO2... Eh, i'm alot less keen on that idea, as brilliant as ones' plans for air vents may be... If it's blocked off, everyone dies from CO poisoning. Not happy.]

[ April 06, 2007: Message edited by: Mechanoid ]


1494
DF General Discussion / Re: Future of the Fortress
« on: April 05, 2007, 03:08:00 pm »
quote:
Originally posted by Lord Blue:
I can't see it.
Fixed the image now.
FYI it isn't sucking up, i did it just to get a few laughs.

Now we just need one about "elephants in your fort, killing your dwarves" and "floodgates: drowning, do you like it?"


[And when Z-axis is in we can make a few more...
"Grates :: Your saviour" - image of a miner dwarf in a dead end with a grate between him and an on-comming flood
as well as the ever popular
"Waterfalls :: The best plate cleaner" - image of a finely laid dining room with a waterfall]

[ April 05, 2007: Message edited by: Mechanoid ]


1495
DF General Discussion / Re: Future of the Fortress
« on: April 05, 2007, 06:30:00 am »

[Image Repaired - The motivational creator website disabled hotlinking some time between the posting, and this edit]

[ April 05, 2007: Message edited by: Mechanoid ]


1496
DF General Discussion / Re: Future of the Fortress
« on: April 05, 2007, 01:38:00 am »
DO NEVER ASK ABOUT RELEASE DATES.

Seriously, just make an educated guess. He's done flows, and is doing pathing designations, so probably by the end of April, or nearer to the end.
If we're lucky.


1497
DF General Discussion / Re: Future of the Fortress
« on: April 04, 2007, 02:15:00 am »
quote:
Originally posted by Toady One:
traffic designations

Sweet, now when we dig a 3-wide passage along a chasm, or create a 5-wide bridge, and then we can put a "restricted" or "low traffic" designation along the dangerous edges! And completely restrict aquaducts!
HUZZAH!

1498
DF General Discussion / Re: Future of the Fortress
« on: April 03, 2007, 07:58:00 pm »
Assuming the hole in the wall on the second floor led to a place where the water could simply be dumped freely without possibility of backing up or 'filling' the location it was entering into... Yes.

The hole on the second floor will stop the flood from reaching the third.


1499
DF General Discussion / Re: Future of the Fortress
« on: April 03, 2007, 04:39:00 pm »
http://en.wikipedia.org/wiki/Refresh_rate

"On smaller CRT monitors (14") few people notice any change above 60–72 Hz. On larger CRT monitors (17", 19") most people would experience mild discomfort unless the refresh is set to a more comfortable 85 Hz or higher. 100 Hz is comfortable for most people."

Hmm, i guess the number of times it'll be flashed per frame does matter in eliminating visual discomfort.


1500
DF General Discussion / Re: Future of the Fortress
« on: April 03, 2007, 05:31:00 am »
quote:
Originally posted by ctrlfrk:
As a die hard ass key fan, it is my duty to point out that DOS didn't have an alpha layer till at least version 9b.
Also, if it were put into the OpenGL Dwarf Fortress, something in the display would probably have to be re-written... Ick.

 

quote:
Anyone know how to make flashing blocks not cause seizures? I'm quite curious to see what sorts of effects you could make with that...
http://en.wikipedia.org/wiki/Photosensitive_epilepsy
http://en.wikipedia.org/wiki/Strobe_light

The type of epilepsy-seizures game devs should be worried about. Rare, but should still be looked into.

"most strobe lights on sale to the public are factory-limited to about 10-12 flashes per second"
About as much as i would want to use for the persistence of vision effect, anyways.
[Edit- it says that at 5 flashes per second, only 5% of photosensitive epileptics are effected, and should still provide a good POV effect.]

[ April 03, 2007: Message edited by: Mechanoid ]


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