Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Savok

Pages: 1 ... 17 18 [19] 20 21 ... 57
271
Is Orihalcum the strongest non-adamantine material except for bolts?
Are we allowed to reveal a separate copy of the map to get a general idea of where to do for desired minerals, or are we required to do a bunch of exploratory mining.

272
DF General Discussion / Re: 3Dwarf beautification project
« on: December 28, 2008, 01:48:08 pm »
Aw...
Spoiler (click to show/hide)

273
EDIT: Useless post; request completed.

274
DF Suggestions / Re: Embark regions, low FPS, and a solution
« on: December 28, 2008, 11:55:51 am »
Great idea, but i hate to think what this would take to code... I suspect "major re-write" is a serious understatement.
My idea was actually inspired how adventure mode works: Only that part of the world that you're using is loaded and active. Currently, you can't fly up unless you're near a mountain or in a chasm or some such similar situation for steep soaring (if you're modded and can fly), and (for other reasons) you can't dig, but moving horizontally closer to the edge of whatever's defined as your area removes part of your area and adds another part.
GIVE THAT MAN A COOKIE! better yet the whole cookie jar. (appologies if savok's not male)
no worries; it's hard to tell on the Internet sometimes.

275
DF Suggestions / Re: Waterbarrels
« on: December 28, 2008, 11:08:52 am »
the thing is just a barrel should hold 5 units of drink, but can also be used to create a pool and stuff
What?  Have you seen the kind of barrels that they use at bars?  They can easily hold far more than five glasses worth of drink.  It's not like it takes more water to satisfy one's thirst than it does beer.  Heck, beer is water diluted with alcohol and some other stuff, pretty much, so you get more from drinking a glass of water than a glass of beer.
...but, dwarves (and humans and elves and goblins and etc) only need a few drinks a year, so they must drink a pretty large amount each time.

276
DF Suggestions / Re: Every Fortress I See is Enclosed.
« on: December 28, 2008, 11:06:20 am »
Now the problem with that is:  Where do you put the controls for said floodgates?  Doable, but it would be really complicated  :-\
No. Put the controls in a sealed off steel control room deep down below the surface, with a few dwarves living there permanently to operate the controls as needed.

I do that (except for steel) anyway, due to the cool factor.

277
The logic is fine, but the current timer logic has a hard clamp of 20 frames per graphical update. I've suggested that that should be increased.
If I'm reading that right, setting GFPS at 5 prevents FPS from going above 100. Am I reading that right?

278
DF Suggestions / Re: One-way traffic designations
« on: December 27, 2008, 12:34:50 pm »
Could it be possible to have a square that can only be moved into from one direction?

279
DF Suggestions / Embark regions, low FPS, and a solution
« on: December 27, 2008, 12:18:41 pm »
So, there appears to be a pretty large problem: Make your embark region too large, and your FPS plummets, whether or not you interact at all with large parts of it. Also, you're limited by a pretty strict ceiling, floor, and walls.

So, solution: You always start in a single square. A 1x1 embark region, with only a few z-levels of sky and of undergroundness. Being close enough to various things, like an open chasm, a cave, or a goblin fortress, that could interact with you could cause them to either be revealed or added to the map but kept hidden. Of course, you would be capable of exploring on your own, which could lead to weird and irregular map shapes. If you wanted, you could abandon a still, unmoving, and unconnected area, removing it from your map. Of course, it would still have buildings and roads and items and workshops and giant 3D statues of badgers and such.

This would also allow you to build towers as high as your comp will allow (which might actually force you to explore immense surrounding area) and dig deep. But beware of delving too deep, for there lieth a leviathan cavern five miles under the surface inhabited by all manner of demonic and deadly beasts. In the center of it be a lake continents in size, with an icy chill to silence even a Balrog.

280
#3 and #2 both sound good (I voted for #2).

I'm interested in joining this one.

281
DF Suggestions / Re: Magical tunnels
« on: December 27, 2008, 10:52:44 am »
I have a feeling that a portal would take a whole lot more power than could be normally available. Physics, guys.

282
DF Bug Reports / Re: [40c] Vanishing Bridge
« on: December 26, 2008, 06:16:19 pm »
Are you sure that the bridge wasn't just canceled and you have a more limiting warning message setting?

283
So, I updated my driver to the 5/16/2008 version, and 40d2 works at lightning speed. Hallelujah!

However, DFaccelerator is still cryonically sluggish, so I thought I should post the data from the debugger:
Spoiler (click to show/hide)
I started in windowed mode, went to fullscreen, and then went back to windowed, since I use different tilesets (but the same grid size) in both.

284
I get ~40fps in a fairly new 8x8 region with the older version, ~1fps with DFaccelerator, and ~2FPS with this "faster" version. This is on a Windows XP SP3 machine with a 2004 version of NVIDIA GeForce FX 5200.

285
Slaves to Armok: God of Blood / Re: Ah, Armok brings back memories
« on: December 17, 2008, 11:09:55 pm »
Have you seen glories like RelicRags? http://mkv25.net/dfma/map-3860

DF needs full tileset support and 2580 pixel wide monitors badly, but both of those will take years.

(2580px wide = 32px wide tiles)
(32x32 is really the smallest size you can make good sprites at, according to some skilled sprite artists who play DF)

Pages: 1 ... 17 18 [19] 20 21 ... 57