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Messages - Veroule

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511
DF Gameplay Questions / Re: speed up?
« on: July 09, 2007, 09:53:00 pm »
I am not quite going to let this one go.  I ran DF through my debugger and coordinated enough stuff to see that the changes from the Kobold Quest code are pretty minor.

I am just going to post the portion from enablerst::loop of KQ that I changed.  In a few days I may figure all the adjustments I need to make to actually patch DF to have a similar change and then it should become much clearer how much the graphics redraw wastes.

Without futher ado:

code:
            else                                    // If There Are No Messages
               {
               if (window.isVisible == FALSE)               // If Window Is Not Visible
                  {
                  WaitMessage ();                        // Application Is Minimized Wait For A Message
                  }
               else                                 // If Window Is Visible
                  {
                  //Sam helped with this section
                  QueryPerformanceCounter(&qpc2);

                  LARGE_INTEGER effrate;
                  effrate.QuadPart=qprate.QuadPart;

                  if(qpc.QuadPart+effrate.QuadPart<qpc2.QuadPart||(flag & ENABLERFLAG_MAXFPS))
                     {
                     int t;
                     for(t=0;t<tile>flag|=TILEFLAG_DEAD;
                     if(tile.size()>0)next_tile_slot=0;
                     else next_tile_slot=-1;

                     if(mainloop())
                        {
                        PostMessage(window.hWnd, WM_QUIT, 0, 0);   // Send A WM_QUIT Message
                        is_program_looping = FALSE;               // Stop Looping Of The Program
                        }
                     }

                  if(!is_program_looping)continue;
// the continue above effectively blocks this section out when mainloop returns true
// got rid of advanced and put another timing check on the render in here
// the qprate is defined below for 100 FPS, so times 10 to make 10 FPS on the draw
// Have to make seperate variables to handle different speeds cleanly
// everything except the mouse is smooth this way CPU usage is next to nothing
                  if(qpc.QuadPart+effrate.QuadPart*10<qpc2.QuadPart)
                        {
                         render(window);
                        QueryPerformanceCounter(&qpc);
                        }

                  if(!(flag & ENABLERFLAG_MAXFPS))Sleep(1);
                  }
               }
            }                                          // Loop While isMessagePumpActive == TRUE

         enabler.remove_textures();

         destroy_window_GL (&window);                           // Destroy The Active Window



512
DF Gameplay Questions / Re: speed up?
« on: July 08, 2007, 08:49:00 pm »
Toady, if you happen to read this I think I figured out how to seperate the redraw and actual game processing within the Kobold Quest code.  I have also done some testing on the speed of things in DF and find that 10 FPS is plenty have smooth flashing and plenty of redraw for dwarves moving at high speeds (I gave mine a tag of SPEED:5 for testing).  So if the code for the enablerst::loop is still similar enough in DF then it shouldn't be very hard to make a game speed adjuster and lock the redraw at 10 FPS.  Actually 5 FPS might be enough.


Let me know if you want the changes posted here, or If I should just make a file and send it to you.

[ July 08, 2007: Message edited by: Veroule ]


513
Although the way the formula for steel is setup it still requires an ore.  That really has to change so it can use variable amounts of iron, limestone, and carbon stuffs.

514
DF Gameplay Questions / Re: Must have!
« on: June 29, 2007, 01:21:00 pm »
I believe that means he needs a stone block.  The block will actually be used up if successful, but will not be part of the creation.

515
DF Gameplay Questions / Re: Floodgate Flood question
« on: July 04, 2007, 09:23:00 am »
There are also some bugs in the current version which can be used for an antiflood generator.  The first is that magma will flow over a raised draw bridge.  The second is that raising a lowered bridge within a magma flow will generate an antiflood that runs right to the magma source.  Since you can use magma to overcome a water permaflood, and the bridge bug to antiflood the magma it is easy to make a smaller antiflood system.  You just have to contain the permaflood first.

516
DF Gameplay Questions / Re: screenshots and legend?
« on: June 24, 2007, 11:18:00 pm »
Just make sure you have a save to restore from.  There are some items written to the disk during play; and errors will ultimately result if you frequently kill it without restoring a good save each time.

517
DF Gameplay Questions / Re: Adamantine Clothing
« on: June 24, 2007, 12:28:00 pm »
Yep, got them making some clothes finally.  I will let you know if they deteriorate after a game year or 2 goes by.

518
DF Gameplay Questions / Re: Adamantine Clothing
« on: June 21, 2007, 11:58:00 am »
That would be why I didn't find it in any of my shops.  I really don't want to set up magma forges or furnaces.  I guess I will just have to grab the teleport utility for safety.

519
DF Gameplay Questions / Adamantine Clothing
« on: June 20, 2007, 11:01:00 pm »
I have been exercise my god powers a little in my current fortress.  I used the enableadamjobs utility and just adjusted horses drop adamantine cloth.  I was looking to make my dwarves some adamantine clothes, but I can't seem to find any workshop that does it.  I was rather interested in seeing if adamantine clothing didn't deteriorate.  Has anyone any knowledge that would help in the production of adamantine clothing?  Either in general or in this particular situation will both be enlightening.

Also if you happen to think I will just adjust horse to drop the clothes I want, I am not going to try.  My last attempt at that left me sorely dissapointed as narrow/normal/large did not seem to be adjustable and they alway dropped large.


520
DF Gameplay Questions / Re: Animal Cap
« on: March 09, 2008, 09:35:00 pm »
I am rather sure that each species of animal has a cap on its herd size.  There might also be a total animal cap, but I have never encountered it.

521
DF Gameplay Questions / Re: Roadz
« on: June 18, 2007, 01:09:00 am »
I recently had a dwarf show up in my fortress claiming to be the king.  He arrived wearing nothing, and I wish I had recorded a video of what transpired.

My dwarves very kindly permitted his claim, but right after his arrival they started making a coffin.  He came in, grabbed some clothing from our supplies, checked on a chest to see the wealth of the fort, and then walked into the bedroom assigned to him.  The door locked instantly.

He was definitely a dwarf so a coffin was built into a burial chamber.  His shouting through the locked door made no sense for a repesctable noble.  So they pulled the lever flooding that section of the fortress.  It is very sensible to relieve an insane dwarf of its life.

So the dwarf claiming to be king became the first to die in my fortress.  16 years, 10 dwarves running about and we end up honoring some worthless lout.  Well he had a value, he was a dwarf after all.

--------

Now, you were saying something about wanting the king to show up?


522
DF Gameplay Questions / Re: Question About Population Cap
« on: June 15, 2007, 01:20:00 am »
No.  There is nothing you can do about it beyond helping some dwarves to die.

There has been a huge amount of discussion about population, and the cap.  I think the results of which are that the cap is somewhat more respected in future versions.


523
DF Gameplay Questions / Re: Couple more questions
« on: June 15, 2007, 01:24:00 am »
Build fortication, and flood the other side.  If you are putting it in the edge of being outdoors put a channel there.  The channel makes it deep enough to actually kill.

524
Actually in the current version lava and magma are bugged.  They do not cause death unless they are in channel, or perhaps if ou have temperature turned on.  In either case, there are real costs to digging to magma that can lead to some people not being interested in doing that.  Fey moods for example take size of fortress and how far dug into account for determining what and how much to require.  Digging into the magma flow can open yourself to another form of attack.  This is something that the conservative among us like to avoid.

Not matter what the concern the actual question appeared to just wonder whether magma would be the only solution to the current perma-flood being experienced.  Without seeing the map none of us can answer that.  What we all can say, without any doubt, is that a controlled magma flood will kill the water flood.


525
DF Gameplay Questions / Re: noob mcnoobie
« on: June 08, 2007, 10:22:00 pm »
Both skills and foods can be developed for free.  It is really a matter of how you choose to play.  The same with the choice of environment, some point distributions will be better for some environments.

For example, in my current fortress, I started with no skills and a load out of food.  Before I managed to get everything inside I had thieving creatures coming in.  A short fight with my unskilled dwarves though got rid of them with only minor injuries for the dwarves.  By the next time they came around I had everything in and some traps up.  I had also produced some garbage items for a few of them to take to go away.  I was glad to have the stock of food when the river about as far back as the chasm normally is.  Had I started with higher mining skills on my dwarves I might have gotten farming up and not needed the extra food.

Now 6 years later, My population is still capped at 10.  I haven't lost anyone.  Nearly every dwarf is legendary at something.  I have strip mined about half of the space between the face and the river, and smoothed most of it.  I, however, have chosen not to cross the river.

It is very easy for me to feed 10 legendary dwarves.  I will have to increase the population at some point in order to get a some of the things I want.  If I increase the population cap before crossing the river the odds are actually better that I won't go over my new cap, even with the vastness of my fortress.

It is all about what you want to get from the game.  Almost any point allocation will achieve a workable combination.  Some envinronments just limit the range of workable strategies.  My strategy is mainly for slow long term growth, that ultimately produces a very solid base.  I haven't tried it yet; but I think it would even be doable, if rough, even in the worst of environments.

Play to your own strategy.  Recognize it weaknesses and strengths.  Finally have fun, and remember that losing is fun.


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