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Messages - Ostsol

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46
DF General Discussion / Re: Future of the Fortress
« on: July 03, 2007, 07:51:00 pm »
quote:
Originally posted by Toady One:
<STRONG>I changed the only cgi file containing the relevant text, and it didn't show any changes, even if I inserted whole words in there.  Dunno what's going on.</STRONG>

Doesn't the server have to be restarted for the changes to actually work?  I've never worked with cgi, but I recall that is the case for .py files with ModPython. . .


47
DF General Discussion / Re: Future of the Fortress
« on: June 03, 2007, 10:11:00 am »
One problem with pathing threads is the potential for critters sitting idle for a frame or two while waiting for a path.  One could probably alleviate this by adjusting the order in which things are done in a frame.  For example, at the beginning of a frame all critters could be updated based on the paths they already have.  Right after that the program could determing what other paths are needed and hand them off to the pathing thread(s).  The hope here is that the paths will have been generated by the time the next frame rolls around.

I don't think one thread per path is really a great idea.  Too many threads bogs down the CPU with context switches.  Mutli-core CPUs will obviously have an easier time, but it's probably safe to assume that the majority of DF players have single-core CPUs.  It is probably enough to have a small number of threads that take requests from a queue.


48
DF General Discussion / Re: Future of the Fortress
« on: May 25, 2007, 09:39:00 pm »
quote:
Originally posted by Toady One:
<STRONG>Let me clarify the dev_now entry.  Here's what I've got now (this is a water example, temperature is the same):

Say you designate a giant tunnel through unrevealed rock.  The miner works.  Eventually it pauses and zips over there and says something like "Digging designation cancelled: damp rock."  Then in the future if you are [d]esignating a digging area, the cancelled tile will flash blue with a double ~ symbol.  You can still select it, at your own risk.  It also says "damp" if you look around with [k].  Right now, the potentially annoying issue is that if you are digging around a large wet feature, you'll constantly get annoyed by the pausing.  It's kind of tricky to find a balance though.  I imagine some people will want to be informed of the cancellations more often than others.  Something customizable is in order.

And yeah, what I meant by catastrophic floods is that the current miner flood recedes over time.  There aren't any independent water flow events anymore (aside from ocean waves, which I haven't attempted to model in the new system).

[ May 25, 2007: Message edited by: Toady One ]</STRONG>


My suggestion would be another mining designation.  Currently [d] is for mining, but [D] could be a mining designation that ignores warnings.


49
DF General Discussion / Re: Which is more overpowered?
« on: January 12, 2008, 08:39:00 am »
English longbowmen were expected to use from 60 to 72 arrows within 6 minutes, in battle.  That's one arrow fired every 5 to 6 seconds.  Crossbows should fire half as fast at best, depending upon the the mechanism used to draw back the string.  That is, of course, unless it's a repeating crossbow -- which fires very quickly until its magazine runs dry.

As for how fast they should fire in-game, it depends on how long each step represents.


50
DF General Discussion / Re: CMV file format questions. . .
« on: November 26, 2007, 08:46:00 am »
Thanks!  That helps alot.  :)

51
DF General Discussion / CMV file format questions. . .
« on: November 25, 2007, 12:33:00 pm »
I started looking at the CMV file format and have noted a few things:

  • Each frame of animation is stored in 4000 byte blocks
  • Frames are stored in ZLIB compressed blocks of up to 200 frames
  • The first compressed block starts at 12824 in the file, unless there is sound
  • If there is sound, the block starts 200 bytes later
  • That 200 byte block seems to store sound filenames padded by bytes of ASCII code 0xCC.
  • The rest up until the four bytes before the first block is exactly 12.5 KB of ASCII code 0xFF

My questions:

  • Other than the file header, is there anything important in the first 20 bytes of the file?  I've noticed that it changes only when there's sound in the movie.
  • Is the padding between each sound filename just junk?  Are the filenames simply evenly spaced within that 200 byte block?
  • What is the purpose of that 12.5 KB block of 0xFFs?

52
DF General Discussion / Re: Happy New Year!
« on: January 01, 2008, 02:04:00 am »
Happy New Year!  Dwarven rum (and Coke) for all!  :D

53
DF General Discussion / Re: Toady: Milk does a body good
« on: November 19, 2007, 10:29:00 pm »
I guess my post was kinda off topic, too. . .

On topic: I can't seem to think of any critter in the game that can be harvested from without killing it.  Such a feature would also allow other useful things, like sheering sheep for wool.


54
DF General Discussion / Re: Toady: Milk does a body good
« on: November 19, 2007, 09:44:00 pm »
Dwarf 1 cancels drinking milk: Interrupted by stray punch to the face.

55
DF General Discussion / Re: Average age of players
« on: April 26, 2008, 09:50:00 pm »
Raising the average age: 27.

56
DF General Discussion / Re: Dwarf Fortress in Vue Weekly
« on: April 08, 2008, 10:03:00 pm »
Another Edmontonian, here!  :D Can't say I've ever read Vue, either, though.  Metro, yes, but only because they're handed out at LRT stations. . .

57
DF General Discussion / Re: DF incredibly slow on a high-end computer
« on: February 22, 2008, 08:53:00 pm »
I seem to recall that some performance problems were related to certain NVidia video drivers. . .

58
DF General Discussion / Re: The fractal bedroom macro
« on: December 26, 2007, 11:37:00 pm »
Simple fix: move the statues to the outer wall of the dining room and put chairs in their places.

59
DF General Discussion / Re: Joyous Blood Festival, Toady One!
« on: December 25, 2007, 12:09:00 pm »
Here's to hoping that Santa isn't mauled by a Skeletal Giant Eagle before he gets to you!  :p

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