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Messages - keda

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46
DF Modding / Re: Keda's Tileset 0.11 (for 0.31.08)
« on: June 27, 2010, 06:33:53 am »
Version 0.11 uploaded.

47


Check out those transitions from smooth to rough walls.
Pretty freaking epic, right? I am enormously pleased with them.
That's pretty amazing stuff, cool idea Iranhand... I just wonder how that will look like blending with other kinds of rock.

48
DF Modding / Re: Keda's Tileset 0.10 (for 0.31.08)
« on: June 26, 2010, 07:20:01 am »
Catastrophic lolcats:
Thanks for your input, I'm glad you like it. Sure, go ahead with the screenshots. Been working on a fort so I can post some from inside one, but it would be nice if folks could post screenies of their forts. I only moved to 2010 after 08 due to the bug fixes so I haven't really made much of a fort uptil now with it. Sounds like I will have to make longer ramps in the next version.

49
DF Modding / Re: Keda's Tileset 0.10 (for 0.31.08)
« on: June 24, 2010, 08:18:21 am »
Apparently it doesn't work with the Windows Legacy version (becomes a tiny window), the SDL Windoiws version works however. What's the difference between the two anyways? Maybe it screws up some settings in the init file, you only need to change the bitmaps there to keda.png.
SDL has .png support. Legacy does not.
Well that explains it then. Thanks. Should work then unless its the mac version.

50
DF Modding / Re: Keda's Tileset 0.10 (for 0.31.08)
« on: June 24, 2010, 06:01:36 am »
Apparently it doesn't work with the Windows Legacy version (becomes a tiny window), the SDL Windoiws version works however. What's the difference between the two anyways? Maybe it screws up some settings in the init file, you only need to change the bitmaps there to keda.png.

51
DF Modding / Re: Keda's Tileset 0.10 (for 0.31.08)
« on: June 24, 2010, 05:43:35 am »
Ironhand: That's weird. Just to test it, I downloaded and extracted it on a newly extracted copy of df 31.08 and it works out of the box. Maybe its different with legacy or windows versions, going to try them all. Screenies should show up unless the server happened to be down when you checked, maybe I'll just upload them in a more reliable place.

Shaostoul: Thanks, I'll probably change the ramps, and add some more screenies. I like the small ramps better, but maybe that's just me.

52
DF Suggestions / Re: Speedy fluid mechanics
« on: June 22, 2010, 08:09:57 pm »
After some afterthought it became obvious to me, spreading fluid evenly around the borders is too oversimplified and would sometimes be quite unrealistic. The solution would be to take into account distance, without dispensing with the idea of having borders that does not have to be searched for each time. It would be significantly slower than the even spread method, but it would still be significantly faster than the search method.

53
DF Suggestions / Speedy fluid mechanics
« on: June 22, 2010, 07:29:11 pm »
Posting in the sand physics thread gave me an idea about how fluid mechanics could be sped up to reduce cpu load, for even large fluid masses to next to nothing. This idea would also support having multiple fluids per tile.

A fluid level is a z-position in a tile of fluid(s) ranging from 1-7. Any fluid connected with the same fluid on the same level compose a fluid layer. A fluid layer has an external border and any number of internal borders (holes), consisting of the tiles that do not have fluid on all 8 adjacent tiles on the same z-level. A sub border is a border that lies in a layer directly beneath to which there is a path consisting of fluid with no same fluid in an upper layer. Each external border has one sub-border in the layer below, while each internal border can have any number of sub-borders below. All fluids move from a border to one of its sub borders. Air has borders as well, but only in relation to fluid bodies.

Fluid displacement will work as follows:
Horizontal displacement:
For each body of fluid,
   For each layer border x
      sum the lengths of adjacent borders of any displacable material (or keep this number for each layer border) including air, to each sub border.
      If greater than the length of border x, all tiles displace 1/7 to the adjacent borders, spaced out evenly using something like Bresenham's line algorithm (may require some tweaking to handle irregular border problem, such as exclusion of already displaced border tiles until all have been displaced)
      otherwise, displace only the number of tiles that fit into the borders using same algorithm to pick out which to move.
      Update the borders.
Vertical displacement: If fluid is displaced, fluid of another type in the same tile drops, and creates a gap for potential fluid in the next z-level to drop into. this coordinate is put on an event vector. This also happens if fluid is displaced to a tile which has displaceable material below it.
The event vector is processed, by swapping fluids, which counts as displacement, thus allows bubbles to float up to its proper place after which they are removed from the event vector.

A note about displacability. If two fluids of different kind meet, one has the potential to displace the other if it does not react with it and has higher density, and there is space to displace it to, which is pushing it up, creating a new layer. This might need some resistance so that not all fluids of this kind are immediately displacable, but are sometimes not displacable.
Fluids can also destroy another fluid e.g. magma destroys sand, in which the above complication is not needed.
Fluid can also react with another to create either a third type of fluid or a solid natural rock of some kind.
If two fluids meet of the same kind, they will merge into one single body, and the external border of one will merge with the external or an internal border of the other.
Evaporation can cause bodies to split, and so perhaps the best way to handle it is not to count 1/7 tiles as fluid bodies, and fluid bodies are removed from memory if they reduce to a 1/7 layer (unless it is sandwiched with another kind of fluid on top) and is then treated as slowly evaporating fluid unless it comes in contact with a fluid that prevents this.
Cave ins, channeling, bridge retraction, hatch opening etc that cause two adjacent z tiles to be exposed to another, creates an event (pushes coordinate on event vector)
Pressurized fluids can move across different layers in the same body, in the same z level in an upper fluid level (U-teleportation) to one of its borders, or create a new layer on top if all borders are surrounded by solids.
There are probably more complications to it, but can't think of any at the moment, the basic (and major) improvement lies in how large masses of fluids move.

54
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: June 22, 2010, 03:12:38 pm »
It just occurred to me the current fluid system needs an overhaul anyway, and could be much less CPU intensive. All the 6's that dance around in the 7's for instance. Fluid would only have to move if theres 2 levels of difference, and it could be designed to treat fluids as bodies with borders to optimize fluid displacement.

55
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: June 22, 2010, 02:09:20 pm »
Well, I was not thinking of an arbitrary number of fluids, I guess you have a point there if that would have to be moddable, it would be very complicated, but if we keep to sand, magma, and water, I don't see much problem there. Magma melts or turn sand into glass, while water occupies the remaining space in the sand square. If water would be able to seep through sand, that would be more complicated though. Nothing a decent programmer couldn't handle though. I would think the CPU criticism is much more problematic, if it was true. But yeah if you want modding fluids that might be a lot of work.

56
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: June 22, 2010, 01:08:07 pm »
First off I would like to say that this is an awesome idea. And second for all folks who think this is going to be cpu consuming, I would like to suggest that it wont, at least if done correctly.
All fluids as I have understood it constantly have to check around for squares to fill, potentially over large distances, and it is large masses of water and magma that cause noticable cpu consumption due to having to check so many squares.
Sand wont flow around usually, at least if there are no weather effects like wind implemented. It could be implemented however reasonably as well without much cpu consumption, similar to rain, except that every sand tile it hits sand is displaced 1/7 in the wind's direction, with an element of randomness, and also the likeliness of displacement depending on the slope.

My suggestion of the algorithm would work as follows:

When any tile x is mined, sand is collected from, or is dispaced by cave in do PULL(x):
If a sand tile x is walked on, if a random number is <p, then pick a random adjacent tile y, displace 1/7 sand on it and do PUSH(y), and PULL(x)

PULL(x):   if adjacent tile y, has sand(y) > 2+sand(x) on it set the coordinate x of the dug out tile on an event vector
PUSH(x):   if an adjacent tile y has sand(y)+2 < sand(x), add coordiante y to the event vector

Per frame do:
   For each coordinate x in the queue,
      for each adjacent tile y
         if sand(y) > sand(x)+2, displace sand(y)-(sand(x)+2) onto x from y and do PULL(y)
      if any sand has been displaced do PUSH(x), otherwise remove the event (move the last coordinate into the gap)

the vector could be reallocated 1000 coordinates at a time to speed things up
While no sand is moving it should not consume almost any cpu cycles, and when sand moving is needed, it will be very localized (unless you are digging out a huge inverted pyramid) and thus should consume a minimal amount of cpu cycles.

57
DF Modding / Re: Keda's Tileset 0.10 (for 0.31.08)
« on: June 22, 2010, 07:02:20 am »
Uploading in a moment. Got disconnected all of a sudden...

58
DF Modding / Keda's Graphics Set 0.14 (for 0.31.10 & 08)
« on: June 22, 2010, 05:59:07 am »
Keda's Graphics Set 0.14


Download

Note: This set has two separate tilesets for adventure mode and fortress mode; I've used some tiles which appear only in adventure mode and the world map in fortressmode to distinguish between various ore.

After a month of playing dwarf fortress I discovered tilesets, or rather, while I was aware there were such, I actually tried out playing with them and found it much more rewarding, but I was never quite satisfied with any single set, so I started with picking out the tiles I liked from various sets and formed my own selection. I've also made some modifications to existing tiles, almost every tile is either just taken from another set or modified, so there is very little originality here, except perhaps the grass. I finally decided to share with the DF community here the results. If anyone of the author's of the original tiles object to my use of their tiles, I will of course remove those from the set and try to replace them with something else. That said, thanks and credit goes to:

Rantingrodent - The original tileset, that I started with.
Ironhand, Aesomatica, Phoebus, hermano, Goldplated, Darkond Digs Deeper and others who may be the original authors of various tiles.

Sphr and Bane16 - for graphics of dwarves, creatures, etc.

Special thanks goes to Ironhand, although while I did discover this method on my own, in particular trying to get brown shaded trunks on my trees, I was not as innovative as Ironhand with his ideas of tile magic.
And finally, I should thank the great Toad himself for the awesome game.

Suggestions, criticism, positive and negative, all welcome.

Spoiler: Screenshots (click to show/hide)
Also:
Spoiler: soil (click to show/hide)
Spoiler: layer (click to show/hide)
Spoiler: other (click to show/hide)
Spoiler: Magic fish (click to show/hide)
Spoiler: quality (click to show/hide)




Changes:
  • Spoiler: 0.14 (click to show/hide)
  • Spoiler: 0.13 (click to show/hide)
  • Spoiler: 0.12 (click to show/hide)
  • Spoiler: 0.11 (click to show/hide)
List of upcoming changes for 0.15:

  • possibly new remains tile
  • possibly more interesting rock tiles

59
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: June 21, 2010, 02:15:07 pm »
I don't know if this is just me, but when I use the mouse to designate digging or whatever, I can only designate in the upper part of the window, which happens to coincide with how big the window was originally. I'm using the linux SDL version.

60
Some priority based system would be nice to have. Depending on how soon you want a job finished you could have 2 keys to press which increases or decreases the priority of that job. If one job has higher priority than another, that one will be picked first. Above a certain limit dwarves will ignore their need to drink/eat to finish it like in 2010 system and above a second limit dwarves will even stop eating and drinking or sleeping to do it (at the expense of some unhappy thought.)

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