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Messages - Tamren

Pages: 1 ... 77 78 [79] 80 81 ... 94
1171
DF General Discussion / Re: There can be only one!
« on: September 24, 2007, 04:34:00 pm »
quote:
Originally posted by Eagleon:
<STRONG>Let's see... I do metalworking when I can (i.e, not now, since I'm in dorms D: Boo.), mostly jewelry and sculpture.</STRONG>

I did metalworking back in high school. I liked it a lot but i never got too serious at it. I suppose making chainmail is another form of metal art and i still make figurines out of wire every now and then. Heh, good times, one project i did for class was a wire figuring dressed in metal mesh, carrying a crossbow. It actually worked too! When i put it up for inspection the crossbow was loaded. Luckily the teacher though it was funny instead of dangerous.

My teacher though? Utter quack. Craziest guy i ever met, but he was good at teaching stuff. Especially safety rules, if only by example. In my second year i was taking first level metalworking, it didnt happen while i was in class but he somehow spot welded his HAND.


1172
DF General Discussion / Re: There can be only one!
« on: September 23, 2007, 09:12:00 pm »
Yes they get creamed, but the important thing is the opponent drowns IN the cream!

Add Canadianity to the list for me eh?


1173
DF General Discussion / Re: There can be only one!
« on: September 23, 2007, 01:10:00 pm »
Heh, bring on the dwarf dreadnoughts! Armok knows we have enough crippled dwarves.

I have a cat, which is hardly unique here id bet, but her name is Sparkles. Named by an 8 year old girl, the collar reads "Spackles".

Here is some of my work:  :D. The only problem with such things is that you are wearing a massive and very efficient heat sink/conductor.

Stand in the sun for too long? Youll bake! And even mild windchill turns killer.

[ September 23, 2007: Message edited by: Tamren ]


1174
DF General Discussion / Re: There can be only one!
« on: September 22, 2007, 10:57:00 pm »
I count Maille as one of my hobbies, technically that makes me a real armourer.

1175
DF General Discussion / Re: DF 3D map editor
« on: September 24, 2007, 05:29:00 pm »
Someone post a screenie? This is a library computer, i wont be able to dl and use it for a while yet  :)

1176
DF General Discussion / Re: 3dwarf stress test
« on: June 13, 2008, 09:33:00 pm »
Can do, this is the vent chasm:

Chasms look like this because they use the same terrain generation code as brooks, rivers, streams and magma vents. A vent chasm is essentially an empty magma vent and the river chasm are shaped the same way as rivers but have caves branching off.

This is what they look like from the outside. Look at all those caves! I didn't take a picture inside the river chasm because the view gets cut off quickly and you can't see anything interesting.


1177
DF General Discussion / Re: 3dwarf stress test
« on: June 13, 2008, 08:16:00 pm »
I turned off mipmapping for that screenie cause even my 8800gts was having trouble rendering it. It boosted the performance enough for me to take that shot but the "wood grain" effect got a bit worse. Not sure what causes it in the first place.

1178
DF General Discussion / Re: 3dwarf stress test
« on: June 13, 2008, 01:54:00 pm »
I found an 8X12 map that was ALL named mountain tiles except one forest tile at the bottom right. It had a river and a chasm AND a chasm pit. Brought my computer to its knees at 11fps.

I tried to put it in 3dwarf but it loads up to 60% on the last bar and quits. Im going to try again with the top layer only.

Reloaded it again to have another go. 5fps this time. Having a reclaim party of 42 and 8, 8!!!! whole pages of chasm critters didn't help.

EDIT: Oh my....

Though you can't see either from this angle there is also a river chasm and a sinkhole chasm.

[ June 13, 2008: Message edited by: Tamren ]


1179
DF General Discussion / Re: 3dwarf stress test
« on: June 13, 2008, 10:09:00 am »
quote:
Originally posted by FunnyMan:
<STRONG>Actually, it might not be *as* hard as you think.  Remember, Toady's using OpenGL for control reasons.  I seem to recall that OpenGL forces you to draw in a 3D space and then lets you emulate 2D by putting a surface right in front of the camera.  In which case, you could set up a stack of them and move the camera to an isometric view</STRONG>

I asked him about this a long time ago when we didn't have Z levels. DF graphics currently have only one layer. Meaning that each tile can only display one thing at a time. You can display black sand, or the boulder sitting on it, not both at once. Graphical layering is apparantly very hard to implement, but possible. So its something to look forward to in the future.

It would allow us to do pretty fun stuff. Diagonal walling for one thing. If you made walls with diagonal lines the game would need to "fill in the gaps" because the walls would have a serrated look to them. These filler wedges would need to fit on top of alternating squares. Since they are only visual they would not block movement beside the wall and it would function as normal. If you can imagine what I mean there.

Edit: Changed some misplaced words. I need more sleep.

[ June 13, 2008: Message edited by: Tamren ]


1180
DF General Discussion / Re: 3dwarf stress test
« on: June 13, 2008, 02:38:00 am »
As of yet no. It will show water magma rock, walls, fortifications, trees, shrubs, boulders and stairs. It is not intended as a 3d interface, simply a way to visualize the otherwise 2d worlds.

Personally I prefer 2d ASCII, DF simply wouldn't be DF without it. But it is nice to be able to see things this way in glorious 3d, especially the world terrain.


1181
DF General Discussion / Re: 3dwarf stress test
« on: June 13, 2008, 02:30:00 am »
Oh it is already. 3dwarf is a program that takes a screenshot of the memory DF is using while DF is running. It then translates this into a 3d render which you can then view. The thread for it is here:
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001450

Watch the tutorial first.


1182
DF General Discussion / Re: 3dwarf stress test
« on: June 13, 2008, 01:20:00 am »
8X12 map. This one is up against the side of a named mountain. *EXTREME* cliffs don't seem as daunting from this angle but the peak of that "mountain" is over 200 levels above sea.

Fractal algorithm generated terrain ftw. Beautiful aint it?


1183
DF General Discussion / Re: 3dwarf stress test
« on: June 12, 2008, 10:30:00 pm »
ASCII is more than capable of doing that. All you need is separate graphical layers. When tiles are one level below you they appear slightly smaller and farther away. When tiles are very very far below you, they appear much smaller and you can see more of them, but it is much harder to make out individual objects.

Essentially it would be adding perspective to the overhead view. Only problem is that this would be a nightmare to code. Maybe in a couple years.


1184
DF General Discussion / 3dwarf stress test
« on: June 12, 2008, 04:41:00 pm »
This is a blank 6X16 (I think) fortress rendered in 3dwarf.
  :D

[ June 12, 2008: Message edited by: Tamren ]

[ June 12, 2008: Message edited by: Tamren ]


1185
DF General Discussion / Re: Help - game going too fast
« on: June 13, 2008, 02:58:00 pm »
quote:
Originally posted by Lazer Bomb:
<STRONG>Just find pi to the one million million million millionth digit or so.</STRONG>

Pi to the millionth digit is 1, billionth is 0.

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