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Messages - Cobbler89

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196
DF General Discussion / Re: Conductivity system
« on: November 12, 2013, 05:19:18 pm »
It's in there, but its primary effect is to damage FPS.

197
DF General Discussion / Re: The list is being continued along with?
« on: November 12, 2013, 05:17:21 pm »
There's nothing technically wrong with it, once you realize that it's not really a hanging preposition, but rather "continued along with" is the whole verb. Latin does this (substantially changing verbs by putting them together with other words) all the time, and gets away with it only because nobody ever mistook a prefix (which is how Latin tags those sorts of additional words onto the verb) for a separate preposition; I don't see why English can't do the same using a different construction, especially as language teachers are the ones usually telling us that different languages do things differently. (And if you don't think that it's a legitimate construction in English to begin with, I want to know the last time you used the verbs "blow up", "wake up"... and I'll stop myself before I go hunting for every one I know.)

Now, would this particular case be more graceful in the active voice? Probably; but that's just style, which, however important, seriously shouldn't be a cold-sweat-breaking inducer of panic for teachers of language proper.

198
Alternatively, if you want to try just using OpenGL for rendering, edit plugins.cfg and make sure all lines mentioning Direct3D begin with a # -- this will prevent Ogre from using Direct3D as one of its rendering options and therefore it will no longer attempt (and fail) to load it.

199
I haven't kept up with this very well, and I have no idea about finding a good copy of the piece of music I'm about to show you (assuming this guy is a classical composer as I believe he is and therefore public domain by now in the first place), and I know there's no real cue to indicate you're in a peaceful town or anything in DF (except maybe stuff about merchants hawking their wares?)...

...but this is the best place I have to say I found what sounds like DF music only *happy*. And YouTube has it with sweet visualization too.
http://www.youtube.com/watch?v=fTJbLei7A2c

200
Another one. A tip, as there are too many of these well-meaning but ill-supported advertisements on the internet:
  • please state your [Unique Selling Proposition*]s, or what makes this project different than all the others,
  • what are your credentials,
  • what is the state of the current team
  • what is your budget, business plan, and who are your investors
*I presume this is what USP is meant to stand for in this context.

+
  • How long do you expect the project to last?
  • How long would it last before being cancelled if it fails without bottoming out immediately?
  • Are you looking for full-time employees/members, part-time...?
  • How many members do you anticipate having? (Estimates are fine as long as they're numeric; minimum, maximum, that sort of thing; subdividing into how many of each sort of skillset needed would be preferable.)
  • Do members get paid in the event of project failure?
  • Pacific Time, Eastern Time or something in between? [No matter how much you may think this doesn't matter, it will be at least partially relevant for at least some things that you will need to keep a company/project going.]
  • If this project is successful, what sort of further support will be required/expected (e.g. how are bugs dealt with), and how will it pay?
  • If this project is successful, what sort of approach will you have to moving on to other projects? What happens if the next project doesn't interest some of the developers?
And perhaps most importantly,
  • What happens when the two programmers decide to dogfight over coding standards, assuming niether can/should pull rank on the other?

201
DF Gameplay Questions / Re: Do animal men become friendly when get named?
« on: October 07, 2013, 06:08:55 pm »
After fighting some ant men in caves and losing many miners and woodcutters to them, I noticed few friendly ant men crawling around.

Is a known fenomenon? Because I can't explain their existence otherwise.
Is that... Professor Pym?

(*crosses fingers that he didn't get his obscure superheroes mixed up*)

202
DF Gameplay Questions / Re: Never ending siege, bug ?
« on: October 07, 2013, 05:59:49 pm »
If I had to guess, I'd say either A) there are goblins in ambush somewhere that can't get to you or for some other reason haven't charged up and gotten spotted, or B) the dragons still count as siegers.

Somebody else might have a better explanation though.

203
DF Suggestions / Re: Dream Land
« on: October 04, 2013, 11:08:41 pm »
The question is, will there be an ocarina in a dream within a dream?

204
DF Suggestions / Re: New Optional Display for Water
« on: October 04, 2013, 10:53:06 pm »
Perhaps most importantly, how the game models pressure is likely to be improved at some point in the future. As much as it would be nice to have an in-game indicator of pressure as it is currently modeled, Toady has a habit of avoiding code that he knows may or will be overhauled in general (possibly because he doesn't want to waste time, possibly because whatever he did would likely introduce more interdependencies that would have to be updated when the thing they relate gets updated).

It might be most fruitful for now to look into creating such a display with dfhack instead.

205
Here's something outside the standard dwarven design/work philosophy to chew on: Herding other programmers isn't necessarily more time- and effort-efficient than just programming. It can be effective when you have the structure to support it -- if, for instance, you have an entire hierarchy of people making the decisions of how to translate high-level design goals into particular programming goals that can be accomplished concurrently by separate teams each led by their own supervisor all of whom are managed by people who are themselves involved with the people deciding the design details. (This is also known as "an IT department" in the corporate world, and even they can screw it up -- businesses fail for poorly managed IT departments every day.) It's entirely different to tell one or two guys, "Instead of programming, you should direct other people who will program for you." That's not even potentially doable unless the guy in question is cut out for the dark side management and has his design well laid out already. There are geniuses like that out there, typically founding new startups and things like that -- but most of them are not quite the sort of genius that creates Dwarf Fortress when they get a strange mood, otherwise Dwarf Fortress wouldn't be so darned unique.

206
DF General Discussion / Re: Future of the Fortress
« on: September 30, 2013, 10:12:51 pm »
@ Your future Emperor:
He personally is disgusted by tradition and would flout any he encounters if given the chance,
"You're treating a symptom. That's a symptom of society."
sees power over others as something to strive for,
"The world is a mess, and I just... need... to rule it."
disdains loyalty and finds leisure time wasteful.
"♪Look at these people, ♫ amazing how sheep will line up for the slaughter....♪"
"It's not enough to bash in heads; you've got to bash in miiiiiinds!"
~Urist McHammer, adventurer

207
Daneken (sp? I can't seem to translate this using the current dwarven language file -- if anybody figures it out for sure, please PM me) and the widower's blade Endless Death of Tears from The Hamlet of Tyranny. Also the engraving with which that tale ended.

208
Build a wall across an entire continent to impede the advancement of enemy territory and see how the new code for sacking towns and changing site claims handles it. (It probably won't even try, just consider player-made, retired fortresses -- if not all fortresses -- off limits or something, but I'll find out through !!science!!.)

Also ask players of Adventure Mode to get back stolen artifacts for me, because inventing new manners of collaborating in playing DF is cooler than an actual multiplayer mode ever could be.

209
(I want to preface this by saying this is meant as constructive commentary more than naysaying, even if there's some criticism involved.)

  • However, there is no connection between those things and the particular person who types the code into the computer.  At present, with fewer programmers, the creators design feature X, then spend a week coding feature X, dealing with compiler errors, memory leaks, end-of-array access issues, & so on.
  • Imagine if Toady could design feature X, have a conversation with a programmer on precisely how he wants it to work, and then go on to designing / working on feature Y, . . . 
  • In other words, with more programmers, the creators could spend more time doing what they are clearly and uniquely amazing at - designing and directing the progress of a super cool game; and less time doing what is a fungible and commoditized skill that lots of people are also good at - coding.

Just to be clear, I'm not advocating any sort of "forcing" or making anyone uncomfortable & so on. My proposal is merely, lets think about whether it would be possible to organize a way to gather more money for DF development, and present the option to Bay12.  If they really hate the idea so much they'll turn it down.  Or perhaps, if a large portion of the community turned out to say, we'd like you to take more money if that would mean more development faster, maybe they would consider it and make changes.  Of course, maybe not.  It is their project.
I think this is pretty reasonable. You get some people coming in here and saying, "Dwarf Fortress is a great game, but man, it needs to have a development team so it won't be in alpha forever and will get actual graphics! Let's pressure the Adams brothers to sell out!" Naturally, the community that enjoys the game now and likes what Toady and Threetoe plan on doing and the sort of results they've been getting from Toady about his plans so far don't care much for such suggestions (and after getting used to fending them off, many of the forumites understandably jump on whatever sounds like the same old thing being pushed again). But that's clearly different from what you're saying, at least in this bullet point. There's no harm in letting Toady and Threetoe know what sort of options we'd be willing and ready to support if they should ever feel that such options are sensible from their end.

Maybe we should try to shift more of the perennial questions about Toady buying into a development team or something to improve the rate of development in this sort of direction: what would we be willing to do to support him, what can we do to support him given his current decision, and try not to argue past that. After all, it's not like he didn't do the animal fund drive for the previous release; maybe somebody will come up with something creative that really does help us get what we'd like and helps him give it to us without compromising his unique connection to the development of the game, provided they're thinking about it in terms of how we can help within Toady's preferences more than what Toady could change to make development more productive.

Quote
A hypothetical is not a good reason to chuck out your modus operandi.
Blind conservatism is not really a good reason to keep doing what you've been doing.  Sorry, couldn't resist jumping in with an aphorism of my own  :)
If something that was done before worked so far or worked at some point in the past, it's not strictly blind to give it the benefit of the doubt, since its prior success (or the implied perception of success by whoever thought it was worth continuing) is at least a little evidence in its favor; although maybe not much in all cases. Sorry, another pet peeve.

Attached is a chart of DF revenue.  IMHO, I don't think it is steady, and I think it may be reasonable to have concerns that it is not sufficient to support the interest of the current team forever.


[ninja'd, but posting anyway...] If you go back through old Bay 12 Reports and compile a chart going back multiple years, and cross-reference with releases, you can see (or at least, I saw when I tried a few months ago) a trend of an overall average increase and of spikes correlating to releases -- which, with the current alpha-till-Toady's-out-of-ideas development model, are going to continue being put out indefinitely. ;^) It's stabler than it looks at first glance, although I'm sure Toady and Threetoe have thought about what they'll do if it deteriorates one of these years, but that is, as it's been pointed out, hypothetical at this point.

210
DF General Discussion / Re: Future of the Fortress
« on: September 05, 2013, 09:06:04 pm »
Re. micro-optimization, there are actually arguments out there (I don't remember any of the details because I'm not wildly interested in optimization, I prefer to pick it up where code is already robust and there's an obvious inefficiency that can be corrected without altering the robustness; so take this with a grain of salt...) that most optimizations that go lower into the details than reworking the overall structure are the most likely thing to stop the compiler from optimizing even better than you can, hence that most programmer optimization actually makes the result worse. On the other hand, there are arguments that modularity is opposed to optimization since it's hard to optimize the details of functions that are neatly split up into pieces and spread across various components of the program. And, mind you, that's talking about optimizing human-readable code that the compiler has flexibility in turning into the optimal binary code that accomplishes what the human-readable code says to accomplish... There are people out there who still write libraries in assembler and boast of benchmarking them against the most lightweight and efficient C libraries and proving their assembler-based library is several times faster, but I don't really know how they get that good at that sort of programming -- they're probably the same people who can literally calculate hundreds of digits of pi in their heads and stuff like that.

That digression aside... Toady, you mention bug fixes and job priorities in discussion of future focus. When job priorities are revamped, will we have any level of control over changing those priorities, or will the priorities only be improved in weight and/or in the algorithms used? At risk of being suggestiony, I think right now simply letting us change the priority system's weights so things like cleaning don't have to always be apparently lower priority than idling would be sufficient to alleviate most of the complaints I've heard about the current priority system. Relatedly, "On Break" seems like a misnomer for "dwarf is dead to the world for the better part of the month, out of nowhere, entirely beyond the player's control and inevitably at the one time when you need that dwarf for something; until further notice act as though you will never see this dwarf again." Will breaks be revised in any way along with job priorities, either to make them more workable for the player or perhaps to increase their inherent benefits (or make there be some inherent benefits if there currently are none)?

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