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Messages - Jeoshua

Pages: 1 ... 137 138 [139]
2071
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 01, 2011, 06:13:23 pm »
I wouldn't have a problem with the random edges of glass weapons except for one thing: They should not keep their edge.

Natural, freshly broken glass is, in reality, the sharpest blade known to man, possibly as little as ONE MOLECULE THICK!  Problem is it's very hard and very brittle, so the edge doesn't stay.

2072
I do know about the paintbrush that DF provides, but it seems to me to be very clunky.  It won't produce natural looking results like a peoper graphics editor could.  I don't have layers or templates or curve editors or whatever... easier to ask for an import/export mechanism than all that stuff, right?

2073
DF Suggestions / Re: reveal ceiling tiles for underground features.
« on: February 27, 2011, 08:44:14 pm »
I have always thought it odd that floor tiles are of the type of rock of the floor they're on... channeling down into a rough gem cluster floor should give gems, not whatever kind of rock is on the floor beneath.  So this system is nice.

But there is a gripe. It would be a big, BIG change to the way the game works if there were no "natural floors".  Instead, what if the floor was representative of the stuff below it, not the stuff you just dug out.  That would lead to situations like digging out a vein of ore and having, say, gabboro floors there instead of ore floors... but isn't that what digging out a vein would be?  Plus, this would segue nicely into something I've seen on the development logs where Toady wants to make all veins wind around in 3d, up and down in Z-level.  This would make it less of a crapshoot to find where they've gone downward... because you've SEEN it!

2074
DF Suggestions / Hydrology Changes?
« on: February 27, 2011, 07:32:21 pm »
My suggestion for the next (or near future) release of Dwarf fortress is:

Have rivers not run uphill... not cut through sheer cliff faces because they can't run up-hill.  I know it would take more processor power to more accurately simulate where the rivers are going, but it's really only once that they need to be generated... I've grown very tired of seeing 15z sheer canyon walls on EVERY river, stream, and brook that goes through the high drainage areas on my maps.

It seems to me the algorithm used for river flows is similar to the one used for drainage: Take a 3x3 grid from the region map, Find the high area and the low area, then run a river in the center area that connects those regions.  It works well enough, but when you're dealing with a map that is not just 16x but (16x48=) 768x more complex than that, it just doesn't look right anymore.  And you get the weird rivers that seem to plow right through anything they touch, uphill or not.

Instead, what if DF took a moment and generated a height map for the top Z layer AS IT WOULD BE SEEN IN ADVENTURE/FORTRESS mode, then ran the rivers downhill on that (ONLY ever downhill or straight ahead, never up-hill even one Z, please!).  Then at the bottom of drainage pits, it could form lakes (as it does now).  Once the lake fills up to a certain point, it could spill over and start flowing downhill again.  This might cause rivers to "back up" and widen out, too... which would be very awesome for lakes to do.

Then once the hydrosphere is set up, the erosion calculations could be computed... and then back to running the rivers downhill again.  This could start over from brooks only, or maybe river sources only.  The water would flow downhill again, and this time take a slightly different path due to the terrain being eroded a bit.  The key here is there should be a maximum of erosion possible.  Rivers should NEVER be able to cut into hard rocks.  It should be computationally trivial to figure out how much sediment is there.

Anyways, that's my 2 bits.  But it seems, Oh Toady One... that you are very much into depth of realism for the worlds your program creates, and in my opinion the hydrological systems need quite a bit of work in the world-gen aspect.  Thank you for your time.

2075
I have a question for the creator here... sort of a feature request.

You're already using separate image maps for each type you can attach to the world_gen file, like Volcanism, Drainage, etc, right?  So what about being able to import and export these images as well as the height map.  That way we could import, say... a Volcanism map that specifies exactly what and where we want the volcanism, instead of playing around with noise and whatnot.

Also, as sort of a tecnhical question, not necessarily towards the OP, what resolution is the map imported into DF as? If I have a 256x256 map, does that mean that Perfect world is feeding DF a 256x256 image as a height map? Because the image that you get exported from legends in worldgen is something like 16x that size.  Is it at all possible to somehow edit THAT map at THAT resolution?  Because I'd love to be able to set up a world where the rivers didn't all have canyon walls.  Or maybe not have rivers that cut through a sheer cliff face because they can't run up-hill...  I can do better terrain generation than DF does with freaking PAINT!

2076
DF Modding / Re: Anvils from rock
« on: February 25, 2011, 05:29:15 pm »
What you're missing, Deon, is that Anvils are usually made out of a material that gives them that kind of value.  One made of useless Chert might not have such a high cost.  In addition, the cost jump is minimal from 60 to 100.  Plus the amount of time invested in moving 20 rocks there... I see this as actually somewhat realistic.  I see the mason sitting there, cracking open rock after rock, only to have it split the wrong way due to the natural crystalline faults in the rock, and having to throw that one out.  Only after going through 20 rocks does the mason find one that splits right, and has the right structural integrity to beat out metal works upon.

Tho you might make it use only magma-safe stone.  That way it could stand up to the heat it's going to be subjected to without making your new shiny iron all... magma sticky...

2077
DF Modding / Re: Stonesense - Official thread
« on: February 21, 2011, 03:38:45 pm »
Have you guys given any thoughts into ways of making this a passthrough interface? As in, display the position of DF's cursor (should one be up) on the map... and pass through any commands to DF itself.  It would make it 90% possible to play the game just from Stonesense.

2078
DF Modding / Re: Stonesense - Official thread
« on: February 12, 2011, 03:31:38 pm »
There is a workaround for that.

Open back up Stonesense and close it again... DF will unfreeze

2079
DF Modding / Re: Stonesense - Official thread
« on: February 02, 2011, 06:36:16 pm »
I'm not seeing any dwarves.  Or animals.  Or anything except the landforms.  And it crashes quite alot, but then again I was playing in adventure mode and I'm not sure that was intended.  Either way it doesn't show anything but landforms and vegetation (and rocks, of course) in Fortress mode, either.

What am I doing wrong?  I'm using 31.18, with Stonesense 2.2 and the new xml from the first post.

Edit:
Okay nevermind, I did a little research and found out I'm using a version too new for Stonesense by all of a month.  How can a month cause such changes? The answer to making this work has to be something minor, like memory offsets, right? Does anyone have any information on when a new version might be comming out? Or maybe any intrepid hackers who have figured out how to get a single creature to display?

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