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Messages - slay_mithos

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421
I think we can safely abandon any idea of it starting any time soon...

Neyvn started an other project, and as he stated he doesn't have much time, we can deduce we will have to wait quite ome time, if it ever comes out.

Too bad, that sounded like fun thing to participate to.

422
It is not Materwork that has a problem, your world was just one of the few ones where no caves discovered by the dwarves contains the plump helmets.

I would advise creating a new world or try to play with the other plants if you are confident enough.

423
As far as I know, save settings is not required for it to work.
At least I never used it and my changes were always made for my new worlds.

You might want to start from a fresh archive extracted and just check/uncheck, launch and see if it worked.

If it doesn't, then I have no idea why, because it does work for me at least.

424
I can't disable the mods... the 'save settings' button doesn't turn them off.
If you mean on an already created world, that's normal, the option will tay a it was when it was created, it is a feature of dwarf fortress, not just this mod.

425
Any news on if it woll be done or not in the end?

426
34.06 is finally out, and as far as my tests go, clothing seems to be fixed, or at the very least working properly.
Not that I plan on activating it if it is put back in Masterwork, but as many people seemed to be interested, I though I might as well test a little while I have the time.

427
Stories about a non combatant killing a whole goblin siege, or villagers in adventure mode killing an adventurer with full adamantine armour, or even babies punching an enemy to death are part of DF.

It can very well be a lucky shot and have nothing to do with masterwork specifics;

428
AS long as he doesn't make a post with a big "DOWNLOAD" link and changes the title, you can safely assume this is not included yet, but will be in the next version.

429
I have to admit that there are many pages, but the search engine is configured to search inside the current thread by default, so it is quite easy to get the two or three last post containing the key words.

430
Is this for sure? Do "lots of items in the game world" really cause an FPS hit?
Even more than you could think.
Basically, there are two main things that heavily affect the FPS in every cases, plus some in certain circumstances:

1. Path finding: the more tiles there are that can be accessible, the more it will cost to find path. Also, the more living entities there are on the map, the more it will affect it too.
Basically, that is one of the reason why people use ways to close access to big useless zones, physically or not (burrows, d-o menu, doors and bridges...)

2. Clutter: Every item is tracked, and every time a dwarf needs to do anything with an item (or thieves, or anyone else), it will do a lot of checks on the present items. Having a lots of stones laying around, a ton of crafts you never sell, stray ammo from fights, tons of clothes... Every item will affect FPS, unnoticeable, but large amount of them will have a big impact. That is the main reason for some DF Hack tools that destroy, remove owned items etc. Owned items are even worse, as the dwarves will check a lot of things about what they own. Clothes and items that deteriorate also do checks to know their own condition at this point, to know if they are to be broken or not, on fire, having water on them, blood, everything.

Optional 1: Fluid movements. this one is a really big one, and the main reason you might want to skip the waterfall mist generator. Moving fluids, meaning every fluid that you made move, for one reason or an other, will do a lot of checks every frame, so a big tank filling up, waterfalls, pump stacks, and every liquid that is not naturally there will hurt your fps very badly.

Optional 2: Temperature. Mostly heat from fire and lava. Every time you move lava or fire, every affected and adjacent tiles will check for temperature, and calculate whether or not it will affect it. Magma pumps can cause a big pike of lag, as well as flooding with lava, but all heated tiles and items will also affect the FPS. Disabling temperatures fixes this, but it will not warn you about magma being near (the hot stones), so it's a double-edged sword. Plus, if temperatures is off, nobody will be hurt by fire or magma, at most they will drown in it, so no magma trap either. (not sure about magma industry, never put it off).

Basically, that is it, but most people add population, but it is in fact due to the two first reasons, a dwarf by itself won't cause much lag, it's interactions and moves will cause it.

Hope it clears the matter a bit.

Note: It all comes from !!Science!! made by people on this forum, as well as a bunch of tests I did myself, in no case can it be regarded as absolute truth.

431
Yeap, the drawback is those WASTE a lot of ore.

@meph - if toady fixes the hardcoded clothing bug will MW use clothes again?
Well, I am not Meph, but removing the clothing was not just for the buggy things, it also makes lot less items to track, inducing much less fps loss per dwarf.
So I think if he puts it back, it will be on an optionnal basis.

432
DF Modding / Re: Stonesense - Official thread
« on: March 10, 2012, 05:31:51 pm »
Uploaded to
http://dffd.wimbli.com/file.php?id=5838
I hope this was the place where to upload it to.

I used the last 1.5.1 release of masterwork, so the stonesense version is also from this package.

I tested three times before uploading, and it always crashes shortly bellow the second cave.


433
No, most throwers use and train the related weapon skill (spear, axe, sword), making it a good way to use recruits in battle, while still keeping them mostly away from the main fight.

434
DF Modding / Re: Stonesense - Official thread
« on: March 09, 2012, 10:30:16 am »
Yeah, dual boot/virtual machine with a window, it's still on a mac, just not the OS...

When .Net 4 will have been "ported" to the unix world, you will be able to use it, but seeing the time it took for the 3.5, you might want at least a virtual machine for this.

I am not involved in the development, but I think making an unix version would be a huge amount of work, by rewriting in a different language or using a "compatible" framework version. Both are generally rewriting most of the program, and I personally would not want to attempt it, as it would mean two versions to support, add features to and debug, meaning two times the work load for any little thing.

Most users don't like/understand other systems, so it is a little harsh to say to use a windows os, but as far as my understanding of the problem goes, it is the fastest solution.

Sorry if it didn't really answer the question or if I missed something.

435
As with any strange dwarves you don't know how it will turn, you need to watch it closely and take some precautions in case it goes bad.

I won't spoil you, but you should treat him as a potential threat, just like you would with mood dwarves when you are not sure about the materials.

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