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Messages - Putnam

Pages: 1 [2] 3 4 ... 1706
16
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: December 16, 2023, 05:32:05 pm »
Fallout 3 was called "Oblivion with guns" constantly, rightfully so

17
DF General Discussion / Re: Future of the Fortress
« on: December 16, 2023, 05:45:00 am »
Will you add graphics raws to the Classic version so implementing custom graphics packs that are compatible both with premium and Classic will be easier? I'm talking about the TXT files in vanilla*_graphics that are present in premium but not in classic, not the art itself.


So, problem here: those would cause errors, since the graphics files themselves won't be present. I'm pretty sure Toady's said they're free to upload or whatever, so ideally they should be on the wiki somewhere.

18
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: December 10, 2023, 07:07:01 am »
The sum here was $15,000 a month for sponsorships etc. that I'm referring to, which is a lot less than the ~6,000,000 a month (good lord) Ohtani is making.

That's not even an order of magnitude more than I'm making, I think it's fair that someone who is in the top 0.001% of something, even if it's less valuable than what I do, makes more than me, considering I'm not in the top 0.01% of what I do. Y'know what I mean? I'm not sure "entertainment is being valued" is a good-looking own on capitalism. Ohtani's contract is flagrant, yeah, but, like, should we only value STEM?

19
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: December 10, 2023, 04:11:48 am »
Can you believe that literal days ago people were feeling "sick" that one of the world's best fighting game players was making less than 0.5% of that (sick because that's, apparently, too much for them to be making)?

20
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: December 09, 2023, 05:49:17 pm »
I think we've dropped Vista support by accident, so I wouldn't be terribly surprised if they didn't even know until later.

21
So, fort 3's issue appears to be liquid moving around causing the connectivity map to be updated repeatedly, likely to do with the ocean; fort 2's is much more interesting, that being line-of-sight friend-or-foe checks being the big issue, though it's kind of divided evenly between all the potentials. Because line-of-sight seems to be the problem, I checked and, yeah, fort 2 got a ~20% speedup from enabling multithreading, very neat.

Main insights:

1. Connectivity map updating still really needs a look at, but it's a legitimately difficult problem. I'm not sure what can be done to speed it up before a map overhaul or similar.
2. Relationship checking still a bit slow somehow. There's all sorts of odd places that might cause that, though.

22
Factorio handles hundreds of enemies moving in formation with dynamic pathfinding at the same time while simulating millions of factory interactions simultaneously- DF has trouble with like, 50 of anything moving at all. That's silly.

It really isn't comparable. Pathfinding is not slow, and is not the slow part here. That's kind of an enduring myth, but it's just not the case. The enemies in factorio do not do as much as the units in Dwarf Fortress do, flat out. Their line-of-sight calculations are limited to "is there a source of pollution or player close enough to attack?", which massively limits the amount that actually needs to be done; Dwarf Fortress, meanwhile, does a lot more, and that's the part that's been multithreaded by me recently, in fact. This is the primary cause of FPS dropping, in general. The millions of factory interactions are also fantastically simple compared to a lot of what Dwarf Fortress does--and the main advantage Factorio has over DF on the performance front is that its performance issues only show up at a stage where the game can already have easily been beaten.

But the thing is, that's also not true now. I can run forts at >100 FPS up to 250 citizens now--if you're getting significantly worse performance at 80 dwarves, I'd like to see it (not "I dare you to show me", literally "send me the save so I can identify what's causing the performance issue and triage it").

23
Some people simply never drink, right?  It's literally hard to imagine that.  They don't have to win that battle every day, even an easy one, they don't have to fight it at all.
That sounds nice.  I think I'll see if this continues to get easier~
Like... it sorta' is, but it's fairly common that's built from a foundation of something less than great, for what it's worth. The reason I don't touch the stuff and almost certainly would commit suicide before getting drunk is because alcohol addiction basically destroyed the lives of the majority of my male family members (and caused a great deal of suffering for most of whatever partners they had, too) on both sides of the family tree. None of them avoided a period of alcoholism at a minimum, not one, not as far back as I'm aware.

It's easier to avoid that first drink when you're looking back at several generations of varying degrees of ruin, heh. Easier when you have multiple generations and dozens of examples of people in your heritage that demonstrably could not take that first drink safely.

Any case, it's definitely possible to claw back from that, however difficult it is. Some of my relatives actually managed it, so... you got things, rol. Long as you want 'em.

...But it's not impossible for it not to be. I don't because it's bad. Nothing bad happened around me, there's no family history that I know of, I just looked into everything and went "nope, better not to", and didn't. And... yeah, pretty easy. Like, I get annoyed when people pat me on the back for it or anything like that, because that sort of thing comes from the assumption that I quit, which is significantly harder and actually worthy of praise. I did literally nothing.

Point is: don't go around thinking quitting wasn't a great thing to do just because some people never started.

24
Quote
Ballista arrows etc. that chop down trees now count for treecap diplomacy

Saiko's post, amazingly, was invalidated in only two days, after the most recent update. heh

Elf spies have infiltrated the forums...

If you'll believe it, I actually just sorta found it after looking at clang's compiler warnings, total coincidence. It was a bug preventing it from working.

25
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: November 15, 2023, 07:56:29 pm »
I always thought it was a integer (byte really) underflow. Basically the same thing, but in the opposite direction.

Basically, what I heard was thus:

Reaching a particular governmental regime (democracy, I believe) would lower an AI's agression value by 2.
India, under Ghandi, had agression value of 1.
When India reached democracy, it would count 1-2=255 and Ghandi would become super-agressive.

I never played far into Civ I, nor do I have the source code, so I do not know how true this is.

They didn't use unsigned integers, so there couldn't be an underflow unless they'd gone past -127

26
DF Suggestions / Re: Pause and Mute
« on: November 11, 2023, 07:50:53 pm »
Depending on your os, you might be able to press the little speaker in the bottom right corner, go to sound mixing or whatever it's called and select individual programs' audio level. You can mute specific programs.
Didn't they kill the audio mixer in Win11? Fuckin' M$.

No, and in fact it's better than it ever has been

27
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 07, 2023, 04:49:41 pm »
I'm trying to mod in a humanoid with candy organs, but I don't understand how tissue works. Looking at the RAWS I see they all use pre-made templates, so it doesn't offer much insight into how to alter the tissue materials

Check bronze colossus in creature_standard as a better example

28
Or you can take them directly from the classic release, which still has the music in place, and add them as a mod. Is there not one on the workshop already? I made it as an example mod a while back, but I'm not sure I ever published it...

EDIT: Here it is. You can download it here, though you have to put the contents into a folder.

29
DF Modding / Re: what does [ ANTLER] do?
« on: October 27, 2023, 08:45:13 pm »
Only. It's not used by anything else and can't be checked by reactions or anything.

30
DF General Discussion / Re: Future of the Fortress
« on: October 27, 2023, 06:38:35 pm »
Hello, Tarn! Hope you're doing well.

How do you feel with the end of UI work finally on the horizon? Do you plan on taking a well-deserved vacation after it's done?

The end of UI work is still far in the distance, for me. Just today I finally got the unit list reworks compiling again, haha. And soon... perhaps. They will even display correctly. And then I can add searching to them. Woo!

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