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Messages - Lucelle

Pages: 1 ... 6 7 [8]
106
Only thing is, the terrain textures don't show up. The trees and mushrooms and everything look great, but everything else has the appearance of gray clay. Graphic card problem? Or maybe I should reinstall, or mess with the init file?

107
DF Adventure Mode Discussion / Re: Saving Those Combat Logs
« on: April 21, 2012, 11:16:57 pm »
How to do?

In your Dwarf Fortress folder there's a Gamelog.txt which records every piece of information that pops up in combat and other text things like "You hear a howl" or "The maceman burps", stuff like that. Its a good idea to clean it out every once in a while too, because it gets cluttered with tons of crap quickly after a bunch of battles.

108
I was having a similar error.  Updating DirectX did the trick.

Alright, just updated my DirectX and it works perfectly. Beautiful program, too.

109
DF Adventure Mode Discussion / Re: A mummy just threw me 20+ tiles.
« on: April 21, 2012, 04:09:18 pm »
~20% of the time a groundhog can bite your legendary +5 dodger/shield user and successfully decapitate you.

I sincerely doubt that failing a skill roll completely subverts the realities of the material/body/combat simulation. A groundhog doesn't have a single body part capable of decapitating a human.

This is Dwarf Fortress; very very different from reality.

110
DF Adventure Mode Discussion / Saving Those Combat Logs
« on: April 21, 2012, 03:48:54 pm »
Anyone else save the combat logs of particularly interesting fights? Maybe you and your warband were ambushed by lizardfolks in the middle of the jungle? Perhaps you had a massive dual with a legendary creature? I enjoy saving my combat logs, giving them titles (Battle of ...etc), maybe including some flavour text (the date and weather conditions as well as terrain time), just for a good read when I'm bored. I suppose this could be done with Fortress mode as well, but it would be too littered with "Urist McDwarf cancelled job, interrupted by goblin shaman!"


Example
Spoiler (click to show/hide)

111
Confirmed working fine for me too. Lucelle -- you have Overseer 0.70.1 and not Overseer 0.70, right? 0.70 was kind of crashy. If you're on 0.70.1... then this is strange. Try updating your graphics card driver, and if that doesn't work, post your Ogre.log (even if nothing appears to be wrong in it) along with system stats (operating system, etc.).


Yep, 0.70.1 is what I was using. I can only assume its my systems fault and its not capable of rendering Fortress Overseer, which is strange since I do have other 3d games and programs run fine (and the latest drivers for my video card, which is outdated by about four years).

My Ogre log:
Spoiler (click to show/hide)


And my system info:
Spoiler (click to show/hide)

Thank you and hopefully its a simple fix.

112
Can't get it to work with 34.07. It begins loading up the map and crashes half-way, no error reports or anything. Have tried both Fortress and Adventure modes on an unmodified Dwarf fortress 34.07 straight from LNP, using both OpenGL and Direct3d9.
Can you upload the .dfmap file somewhere so I can take a look at it?

http://www.mediafire.com/?21djvjuup733cx9

Thank you.

113
Any possibility I could get this to work with Genesis 34.07? Like maybe mess around with init or index files, add .pngs where needed or what? Or is it not a possibility?

114
Can't get it to work with 34.07. It begins loading up the map and crashes half-way, no error reports or anything. Have tried both Fortress and Adventure modes on an unmodified Dwarf fortress 34.07 straight from LNP, using both OpenGL and Direct3d9.

115
Dusk Elf master race reporting in.

116
DF Dwarf Mode Discussion / Re: Awesome defenses screenshot time!
« on: October 27, 2011, 12:10:50 pm »
Internet is very slow so posting a screenie would be more trouble than its worth at the moment. I littered the edges of the map with cage traps, where invading armies would be captured and used in my gladiatorial arena to fight to the death with various animals or my military dwarves, whilst the leaders of the siege armies would be killed one by one in my execution room; a small room with a tiny part walled off, viewable through a gem window and accessible by a door (locked during executions), where the creature would be loaded into a cage, and immediately before the cage was a weapon trap filled with cleavers, serrated discs, spears and hammers. I'd gather a small crowd in the room, release the cage from behind the wall, and the offender would be promptly eviscerated.

117
DF Modding / Re: A Question about Modding Containers
« on: October 20, 2011, 12:23:23 pm »
Ah, thank you. I feared as much.

118
DF Modding / A Question about Modding Containers
« on: October 20, 2011, 11:34:17 am »
Hello, I come to you today because I am attempting to mod in a scabbard or a sheath for a sword. My problem is, I cannot find the backpacks/bags/chest/any container in the raw files. Where should I be looking to mod these things, or are they hardcoded? Secondly (and not a big deal), if I am able to add in scabbards or sheathes, will I be able to specifically make them only able to contain a sword/etc ?

Thank you.

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