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Messages - Veroule

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256
Oh, something else- if you hit shift-A, and the game is busy enough that you release shift before A registers, it'll instead think you hit unshifted A.
It looks like the code I have for d10 will fix this.

Found new mouse code problem.

In 40d9, world painter(Design new world->e->p) no longer allows painting- you need to click each time you want to apply the brush, rather than being able to click and hold and draw like in 40d.

edit: This means you can no longer scroll the view on non-pocket worlds at all, as that requires right-click-and-drag.
I think I found the issue with this for d10 and properly fixed it.  My new input stuff looks like it will only break new binding ability for the mousewheel and tetiary buttons.  I will try to reenable those things after this code has been more completely tested.

257
Found new mouse code problem.

In 40d9, world painter(Design new world->e->p) no longer allows painting- you need to click each time you want to apply the brush, rather than being able to click and hold and draw like in 40d.

edit: This means you can no longer scroll the view on non-pocket worlds at all, as that requires right-click-and-drag.


Right now my new keyboard code completely breaks the mouse.  It does some things towards a unified input system.  BC just didn't have any example of the mouse being used for me to make sure I was compatible with.  I will go back to the orginal BC sources and hoefully that will give me enough clues how DF uses it for me to create compatibility.  Thanks for the report.

258
DF Dwarf Mode Discussion / Re: I HATE GOBLINS!
« on: January 18, 2009, 09:35:30 pm »
I tend to turn invasions off for the first few years.  I have always viewed it as word has to get to the goblins and they have to get to us.  4-5 years invasions gets turned back on.

259
DF Dwarf Mode Discussion / Re: Just wondering about magma.
« on: January 18, 2009, 09:12:33 pm »

 Drop him in a pit of water just low enough that he won't drown, let him get used to his watery prison before dropping magma on top. Dig out every square except for the one he died on. Smooth and engrave that pillar.
Tekkud: Well Bomrek, our statue garden is getting kind of full
Bomrek: What do you think Urist?  Do we have enough for a decent dining room?
Urist: Nah!  Knock down a few of these walls we need more hammerer sculptures.

260
Ladies, gentelmen, dwarves.  Please just slide away from keyboards, have a smoke, a drink, get laid, whatever calms you.

Please let us just let this topic die until the next time it appears.

261
the firesnake vermin will still cause the wood barrels to be destroyed.  With temperature off you don't get a lovely fire and explosion.  If you turned it on then your entire stock would have gone up with a pretty bang.

262
DF Bug Reports / Re: Stray Mayor (Tame) is more experienced.
« on: January 18, 2009, 09:02:46 am »
Evidently the dwarven election process is better then the American one.  I was all for Daffy Duck for president, but they said he wasn't a citizen.

263
DF Suggestions / Re: Sexual Habits Raw Tags
« on: January 18, 2009, 12:37:07 am »
[MATE_RECKLESS]
Damn, skinny bucktooth bitch.  Give me my dick back.
[MATE_RECKLESS]
Oh man!  I musta been really drunk, your just fugly.  Give me my dick back.
[MATE_RECKLESS]
Syphillus, shit. You can keep my dick, it is detachable.  I'll get a new one.
[MATE_RECKLESS]

264
This has actually been requested many times.  I think Toady mentioned something in the dev notes that dwarves will continue doing a job when they get hungry, thirsty, or sleepy in the next version.  I am not sure what the exact cut off he set for that is.

In my fortresses if I have a major construction project that is a long walk away, I will set up a food stockpile, dining room, and barracks at the halfway point; then another set at the job site.  I also don't use bedrooms so the dwarves will take a barracks bed.  Using this method tends to get the job done much faster then the extra time it takes to establish the rooms.  Quite often 2 beds, 2 tables, 2 chairs, 10 squares of booze, and 5 squares of prepared meals per spot is enough to handle 20 dwarves working on the project.  2-4 haulers will easily keep both locations in stock if they have just a few stat gains.

265
DF Suggestions / Re: Presentation for the blind
« on: January 17, 2009, 04:52:50 pm »
Because of the ASCII nature of the game it should be possible.  It wouldn't be too hard to turn off the openGL rendering code and use a text dump window instead.  I know there are programs that read out any text under the mouse pointer, but I don't know if they can be configured to read out character by character and colors. 

One thing that would be trivial for Toady to do is to set the game to automatically pause every so many frames.  This could be used to allow whatever reader software is available to read out a snapshot of the display, let the user do things and then unpause.  Pauses already occur on some announcements, and it should be quite easy to make all announcements pause.

I know there are some speech to text programs that work readily as a dll, it shouldn't be to hard to set up an interface to them and they could be used to read out things like the relationships and thoughts screens.  We might even be able to set up in the 40d# test code, but Toady would have to enable its use in each screen.

The hardest part really is trying to understand how to present the information to a blind person.  Without a really good understanding of what they need to interact with the game it is quite challenging.  Making that interaction comfortable is even harder.  Probably a text to speech program would be best, but Toady would have to add all sorts of things to the interface to make it work in many places.

266
Those of us that have been around for a long time have seen topics like this appear all the time.  The very first thing to understand is that it is not about graphics or ASCII.  It is about being able to tell what is going on at a glance.

The conclusion that always ends up being reached when all the ranting goes away is that when Toady make more graphical modding available to the community it will be used.  There are a number of really good artists that have produced different tilesets and fonts for the existing display.  Ultimately more will be adjustable.

A client type model is pretty much right out.  Interface improvments in how the menus are laid out and what keeps do things will happen though.  Toady doesn't want to do adjust all the views too early because then he would have to rewrite portions multiple times.

Saying he is a control freak is quite silly.  Out of every developer I know and work with he is by far the most open to suggestions, and also the most open to letting us peek in on his process.  He has a vision of things that are supposed to be in the game, and is very willing to expand that vision.  If you haven't looked at the development pages then you should.

267
For all those that been directly following the BC code in the repository.  I have pushed in my rewrite of the keyboard routines.  You can grab it and watch armies fly acrossed the screen.

It changes a lot of lower level code around.  The changed code is much more intimately tied to the private parts of DF.  I am hoping for 99% compatibility with those parts, but only confident enough to estimate 90%.

Here is too a better DF.

268
DF Bug Reports / Re: periodic lockups
« on: January 16, 2009, 03:22:22 pm »
I would also suggest running a memory test program.  A small memory error can produce the same results as Windows doesn't remember to avoid trying that part of the memory again.

Graphics card problems will also cause a lockup when thier driver resets them.  Usually you can tell if this is the problem because after being reset a number of times the driver will diable some/all of the acceleration.

269
DF General Discussion / Re: Your reason for signing up to the B12 forums
« on: January 16, 2009, 05:57:51 am »
I signed up because I wanted to make a bug report. 

It really went like this. The old forum had a line right at the top something like, "Some/all content in the forums and Bay12's games may be objectionable to some people.  This is true of everything on the internet, and proper discretion is your repsonsibility."  After I read that I just had to read the forums, but I wasn't really interested in DF yet.

I then spent something like a week reading the forums.  I laughed more in that week than I had for 10 years.  Every topic was filled with so many funny things.

I was interested and excited to give DF a try.  On first launch nothing displayed.  I wasn't very excited anymore, but I kept reading the forums to keep my spirits up.  After 2 days of tweaking around, the people I lived with thought I was bipolar.  Finally, I got display with an FPS of 0.  That was when I joined up.

A little bit more grumbling and laughing, and then I knew the joy of having my dwarves drown from a world flooding construction.

270
Well I think I have finished all of my study of the code in BC.  I realized that a number of the smal, simple, obvious optimizations would have no effect on DF gameplay.  They would effect the framerate for other screens like the menu, units list, stocks, etc.

After searching everywhich way imagineable I also cam to the conclusion that the partial print code is only used in the main fortress mode screen in DF, so there is very little we can do with it in BC.

The other wonderful conclusion I came to is the keyboard routines that are spanned over 3 different files are doing 5-10 times the amount work that is actually necessary to track keypresses.  Since some of those routines are called with every frame at a low level, optomizing in this area will have a solid impact for all screens in DF.  I will probably have to completely gut all the keyboard code in order to make it right.

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