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Messages - Core Xii

Pages: 1 ... 18 19 [20] 21 22 ... 33
286
Are you sure reveal.exe even works properly with the newest version?

287
DF Bug Reports / Re: Axedwarf jumped in lava during combat
« on: May 16, 2007, 03:01:00 pm »
quote:
Originally posted by Asehujiko:
<STRONG>-Walking across the entire magma flow with only 2 red feet and 4 yellow leg parts in the end and then proceeding to crawl arround, torching bystanders as they go.

-Melachonic dwarves trying to drown themselves, being swept downsteam onto a bridge, climbing out, running to the spot where they jumped, jump again, get swept on bridge again............she got attacked by a frogman doing so, was injured, moved to a bed and lived for another 5 years untill she got burned by the idiot above.</STRONG>


Ah hah hah! That was hilarious! These idiots can't even commit suicide properly!


288
DF Bug Reports / Re: 33d Dwarves deconstruct tile they are standing on
« on: December 08, 2007, 04:01:00 am »
quote:
Originally posted by sclark13:
<STRONG>so often times</STRONG>

Actually, always.


289
DF updates logic and graphics asynchronously. The FPS the meter displays is the logic FPS. You can change the graphics FPS cap in the init file separately but you can't see it.

290
I thought DF used the mersenne twister.

291
DF Bug Reports / Re: For want of a steel mechanism...
« on: November 23, 2007, 08:25:00 am »
I never even dreamed of using iron. Thanks for the heads-up!

292
DF Bug Reports / Re: For want of a steel mechanism...
« on: November 22, 2007, 04:23:00 pm »
quote:
Originally posted by AlanL:
<STRONG>I wonder if people have noticed that Iron has a higher melting point than Steel, both in game and in real life.</STRONG>

Does that imply iron doesn't melt in magma?


293
DF Suggestions / Re: Usability
« on: August 15, 2007, 04:59:00 pm »
quote:
Originally posted by Eagle of Fire:
<STRONG>Do you know someone who is a good pixel artist? This is a (or almost) lost art man, and you sure would not take half an hour to make a good quality sprite out of nowhere.</STRONG>

I know one or two, including myself, they work much faster than 6 hours per sprite. I would say on average maybe from 30 minutes to an hour at the most. (we are talking some 16 x 16 sprites, yes?)

And pixel art is not a lost form of art. The community is quite alive and well. Just look at PixelJoint, for a prime example.

@ Axehilt_VuP: Actually pixel art is quite different from other types of digital art.

[ August 15, 2007: Message edited by: Core Xii ]


294
DF Suggestions / Re: Usability
« on: August 14, 2007, 12:22:00 am »
quote:
Originally posted by Tamren:
<STRONG>No, weather and temperature can be toggled on and off in which case it will ignore such calculation entirely.</STRONG>

Oops, looks like you missed the point entirely. The question was whether it affects performance to look at rain or not, when it rains, not whether it rains in the first place.

quote:
Originally posted by Tamren:
<STRONG>Pfft, the only thing the graphics chip has to do in this game is display flat tiles composed of very few pixels. Anything in the game window will have at most, 2 polygons.</STRONG>

That's exactly why... well just read above.


295
DF Suggestions / Re: Usability
« on: August 13, 2007, 05:18:00 pm »
quote:
Originally posted by Tamren:
<STRONG>The game is rendered with open GL. What you are seeing is not just spaced out text characters, every single tile on the screen is a seperate image.
The more it has to display the more it has to retrieve and render images.</STRONG>

For christ's sake, what is this, the '80s? You have a dedicated chip in your computer solely designed for that exact purpose. It doesn't matter if you blit 2000 images or 4000 images.

The only overhead of more tiles is DF having to iterate through more blocks. But I hardly imagine that's a strain.

quote:
Originally posted by Tamren:
<STRONG>So lets say it starts to rain or snow. The game has to decide where and when each dot of snow drops. Thats a lot of calculations! It gets worse and worse the bigger the playing field gets.</STRONG>

The game will do that whether or not the flakes fall within the view. It's part of the simulation. And 'playing field' != 'view'.


296
DF Suggestions / Re: Usability
« on: August 13, 2007, 02:18:00 pm »
quote:
Originally posted by Tamren:
<STRONG>The problem with showing more tiles is that it increases the amount of calculations that dwarf fortress needs to do. If you look at the river, all that wave action is generated by code, the processor has to crunch the numbers.</STRONG>

Eh, the calculations for drawing everything on the screen are non-existent compared to everything else. Every tile knows which char and of what color it is even if it's outside the view. Increasing the view size doesn't slow down anything (if you're running DF, your processor is fast enough not to be able to tell any difference).


297
DF Suggestions / Re: Usability
« on: August 12, 2007, 07:36:00 pm »
The resolution is what it is because it was based on some curses library or whatever. It'll change in time.

298
DF Suggestions / Re: hello,
« on: August 10, 2007, 08:33:00 am »
This is medieval, not victorian or whatever. Thus no steampunk.

299
DF Suggestions / Re: Walling and immigration
« on: August 07, 2007, 04:45:00 am »
Already implemented, already suggested.

300
DF Suggestions / Re: No Modes
« on: December 06, 2007, 04:12:00 am »
I'd hate having to wander around the world on foot, gathering a group of dwarfs and mustering equipment for hours just to get to the part that I want to play.

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