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Messages - Slartibartfast

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511
DF General Discussion / Re: Racoons of Death
« on: March 07, 2007, 01:50:00 pm »
quote:
Originally posted by Marsume:
<STRONG>When was the last time you had an axe? In fact when was the last time you had an axe, 4 friends with axes, were half drunk on rum, chopping down trees?</STRONG>

Revised :X

512
DF General Discussion / Re: Multiple installs &or instances for DF?
« on: March 06, 2007, 01:40:00 pm »
quote:
Originally posted by Tylui:
<STRONG>
Oddly enough, I've got AMD Athlon 64 X2 Dual Core processor, and DF runs better when I run two instances...  How weird is that?

It works for wxSand of Falling Sand Game, too!</STRONG>



I wouldn't know about that, I have a singlecore CPU.
I was merely refering to someone else finding out that DF does not have support for dual core (that is, it only uses one "core", ignoring the other).

Also, the falling sand thing is cool  :)


513
DF General Discussion / Re: Multiple installs &or instances for DF?
« on: March 06, 2007, 11:25:00 am »
quote:
Originally posted by Kylaer:
<STRONG>As for running two copies of Dwarf Fortress at the same time, you'd need a supercomputer to do it, but it is possible to the best of my knowledge.</STRONG>

If you had a dualcore computer and the ability to assign one "core" to each instance of the game you'd probably be able to handle it. As far as running it goes. I'd be interested to know how you can physically play two games at once. (Leaving out the technical difficulties of sending input to two different programs simultaenously, and keeping focus(the "os term") on both windows)


514
Ah, I see.
Having a 1280x1024 native resolution on my monitor, I play just fine with the 16x16 pixely dwarves  :)
Also, the best solution would be to have a variable number of tiles for height and width.

If I could, I'd probably take the 16x16 dwarves and set them on a 80x64 tiles fullscreen.
Or perhaps a 160x128 tiles fullscreen for a really good all around view  :)


515
Errr... Why not just make them bigger instead of making them smaller and letting the game zoom them in?

516
DF General Discussion / Re: Quibbles, peeves, and vexations
« on: March 02, 2007, 03:13:00 pm »
quote:
Originally posted by JT:
<STRONG>It's bad enough you're continuing the "this is an artifact" fad, but worse that you didn't even make it funny. =P


While I'm on the subject of peeves, I actually find the whole forum-fortress thing a pointless waste of time -- to the point that David Wong might pursue infringement.  However, even though that spams up the Dwarf Mode discussion, it's still worthwhile to look at from time to time.  And Eiba's one-dwarf challenge thread is a major treat to look at.</STRONG>


The lets plays are fun because you get to see how other people build their fortresses and manage their dwarves, as well as enjoying when your avatar accomplishes some good or the tension when he is threatened.


517
DF General Discussion / Re: Quibbles, peeves, and vexations
« on: March 01, 2007, 04:06:00 am »
quote:
Originally posted by Eiba:
<STRONG>Maybe we should have a stickied FAQ that just says "Go read the Wiki"...</STRONG>

We do, in a way.

There's a link to the wiki on top of the forum.

EDIT: WTF? How did I write "long" instead of "link"?

[ March 01, 2007: Message edited by: Slartibartfast ]


518
DF General Discussion / Re: Tileset Question...
« on: July 05, 2007, 03:42:00 am »
Currently it is impossible to use graphic tiles for anything but creatures.
You could manipulate just the tileset to edit just the things you need (for example change the well character to a well symbol), but that doesn't always work out too well.

You could also beg Toady to allow graphics for every tile, but I'd rather you beg for variable tile numbers :P


519
DF General Discussion / Re: Miraculous recoveries?
« on: February 14, 2007, 06:52:00 am »
quote:
Originally posted by Asehujiko:
<STRONG>dont ask me how he was able to ravage half of the fortress with no limbs and no eyes...</STRONG>

Obviously he crawled by using his mouth instead of hands.
Or maybe he managed to roll on the ground.

And he headbutted everything he wanted to destroy.

[ February 14, 2007: Message edited by: Slartibartfast ]


520
DF General Discussion / Re: DF Interview on Gamers with Jobs
« on: July 05, 2007, 03:38:00 am »
Liked the interview, but the rest of the thing was rather dull.

521
DF General Discussion / Re: Another Custom Fontset
« on: June 21, 2007, 08:09:00 am »
quote:
Originally posted by slMagnvox:
<STRONG>What resolution is that?  Looks like a lot more viewable tiles than I get with 800x600 curses.  Might just be an illusion</STRONG>

The number of tiles on the screen is currently unadjustable, "stuck" on 80*25.

522
DF General Discussion / Re: Another Custom Fontset
« on: February 09, 2007, 02:21:00 pm »
Its pretty cool, it even inspired me to create my own font (16x16 tiles, based on the Sylfaen font), though mine doesn't look as pretty. (Its comfortable though. Even though its kind of funny to read)

523
DF General Discussion / Re: 640x300 tileset release
« on: June 27, 2007, 02:23:00 pm »
Nice, though some of the letter tiles look a bit hard to read.
The Idlers thing looks a bit difficult, as an example.

[ June 27, 2007: Message edited by: Slartibartfast ]

[ June 27, 2007: Message edited by: Slartibartfast ]


524
DF General Discussion / Re: Challenge Games Thread
« on: April 02, 2007, 07:51:00 am »
code:

_______......~~~
_,,,,,_......~~~
_,,,,,_S.....~~~
_,,,,,,X____X~~~
_,,,,,_S.....~~~
_,,,,,_......~~~
_______......~~~

_ - channel
, - dry ground to be flooded for farming
X - floodgate
. - dry ground to remain dry
~ - river
S - statue



So this is the only option then?


525
DF General Discussion / Re: Challenge Games Thread
« on: April 02, 2007, 06:19:00 am »
I wouldn't know because I haven't tried, but shouldn't this work:
code:

_______......~~~
_,,,,,_......~~~
_,,,,,_......~~~
_,,,,X______X~~~
_,,,,,_......~~~
_,,,,,_......~~~
_______......~~~

_ - channel
, - dry ground to be flooded for farming
X - floodgate
. - dry ground to remain dry
~ - river



?

(and of course, add supports where needed)

EDIT:
To operate this theoretical idea, open the right floodgate, which will fill all channel tiles. Then open the left floodgate to flood the area between the channels. Next close the left floodgate, and then the right floodgate. Farm.

[ April 02, 2007: Message edited by: Slartibartfast ]


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