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General Discussion / Re: Things that made you go "WTF?" today o_O
« on: March 27, 2024, 06:56:30 pm »
Royal road advertisements are fascinating.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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@eerr : I think not. Because in most roguelike game, there is a "goal", and numeric representation are here to tell you how much of this you've done.
Here, there is no goal. So how to measure anything ?
The only thing you can measure is your skill evolution.
Asking more technical rather than game content related questions:
1. Given the recent tooling changes around how you build DF (eg version control, multiple branches) what do you think has changed in the way you think about development thanks to this new tooling? What has it enabled in your mind that you previously thought might be too difficult to tackle?
2. Follow up on the tooling, what other interesting tools or patterns have you considered or looked into? what about unit tests? fuzz testing? c++20 concepts?
Yes the T = dQ/dS definition is fun - it gives rise to negative temperature in some scenarios xD
I didn't know this either?
) [SYNDROME]
[SYN_NAME:king cobra bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:KING_COBRA:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:50:END:1200]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:30:PEAK:100:END:1200]
[CE_DROWSINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:30:PEAK:100:END:1200]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:60:PEAK:100:END:1200]
How hard would it be to make the motion graphics of DF more smooth, interpolating the movement of creature sprites between squares instead of jumping discreetly from one position to the next? Rimworld style, basically.
[ENTITY:DUMMY]
[ERRORLOG ME]
and if no errorlog is generated, the file isn't being loaded at all, and something is malformed, folder name, file name etc.
So one of the biggest FPS death causes is pathfinding
Nope.
Still, if there's a hard limit on the number of creatures on the map at once, there's a less of a possibility that any of those things happen. It would be reasonably high to not affect the gameplay too much, but also low enough to improve the things.
Also another thing would be to limit how often creatures could repath, the lower FPS (as percentage of max FPS), the tighter the limit. IMO having a creature, including a megabeastm stuck is preferable to unplayable FPS.