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Messages - GavJ

Pages: 1 ... 17 18 [19] 20 21 ... 189
271
DF Suggestions / Re: Tone down the intensity of missing loved ones
« on: November 05, 2014, 04:10:24 pm »
Are you all running really long histories? Maybe I'm not experiencing this, cause I play at year 100 or so usually? If you do a 600 year fort, they probablhave huge extended families more often.

272
DF Suggestions / Re: Tone down the intensity of missing loved ones
« on: November 05, 2014, 03:20:47 pm »
Quote
it would make more sense for him to just...leave and go back
That's a good point. It would be pretty cool in general if people did thematically appropriate reactions for different thoughts, but might be way more work than it's worth.

273
DF Suggestions / Re: Multi-tile monsters
« on: November 05, 2014, 11:58:35 am »
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It's going to be difficult enough for Toady to rework the pathing for a fixed multi-tile shape. I can't imagine the difficulty involved if those shapes can change.
The initial pathing actually sounds a lot trickier to code to me than the shape changing. Shape changing is just the initial pathing code, but rechecking for a couple different other shapes when you seem to hit a bottleneck. That's like, an extra for loop.  (okay more realistically you'd want to code in some heuristics for choosing which shapes to try, but still not that bad).

FPS-wise, it is a daunting prospect though. Pathing x 8 shapes for everything on top of already multi-pathing for the body.

274
General Discussion / Re: Bay12 Election Night Watch Party
« on: November 05, 2014, 12:33:36 am »
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Or the dems go hypocrite & start abusing the filibuster like the pubs did.
I don't really view that as "hypocritical."

Just like I wouldn't view it as hypocritical if I said "You better not punch me in the face, asshole!" and then you punch me in the face, and I proceed to punch YOU in the face afterward.

275
DF Dwarf Mode Discussion / Re: New Perspective on Player Status
« on: November 04, 2014, 09:34:19 pm »
Somewhere I have a list of things to do if I ever get high again since college. I'm pretty sure playing DF is not on it. Though maybe it should be...

276
DF Modding / Re: [REQUEST] Native/Above-Ground Metals!
« on: November 04, 2014, 09:23:02 pm »
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some metals are soft enough to be worked without necessarily having to become molten.
That is a very good point. I think that a lot of MesoAmerican people used to be excellent, detailed metalworkers without knowing a whole lot about smelting (earlier on), just because they didn't need to with large amounts of copper nuggets lying around.

277
Yes, absolutely. I'm including visual feedback for most of the process for my own debugging and design purposes already, anyway. At some point, I will probably add a simple GUI with buttons to turn on "temperature view mode" "elevation view mode" etc. to make it easier. Currently I only HAVE temperature on the map since elevation is still uniform, so... yeah. But later, yes.

It's already running SDL for the pixel art shown here (the temp map unfolds in real time, this is just a screenshot).

If I ever feel masochistic enough to try and figure out OpenGL (or if I really need to in order to solve designs or bugs), I could even do 3D and cutaways, but dunno about that. At the very least, cross sections in X, Y, or Z are a likelihood.

278
Thanks!

Thermodynamics pretty much working now. The image below shows locations of mantle plumes (superimposed black dots) and a map of the crust, blue = cold, red = hot, each pixel = column of goxels, with an overly dramatic amount of heating going on. The crust is currently stationary.  The temperatures you see are actually being filtered through conductiveness, specific heat, and density all properly by Fourier's law, with just a couple shortcuts (causing the minor and insignificant banding). Heating follows Gaussian, not linear falloff too! And since the plumes are all equally active for now, reads from a dynamically stored table of circle distances.

For a thin ocean crust, this algorithm goes quickly enough on a 300x300 map that I can't even snap a screenshot quickly enough before it gets too hot without adding in pause functions.

Next step is cracking the crust along the weaker hot paths (pathfinding with temperature as cost, for now), to form plates, then determining Voronoi maps of nearest plume neighbors for calculating plate movement vectors, and filling in new ocean floor and volcanism where stuff collides.

For now, volcanism is just a number stored in the column so I can show it in the images. Later will mean actual volcanism and trigger new algorithms, etc.

This isn't just a simple image of only thermodynamics. The coordinate system is already in place to handle all the wrapping of coordinates, and all set up to be ready to handle plates moving independently too (they're stored in separate vector lists of columns, so I only have to chnage one offset number to "move" the plate basically). System already loads up all the goxels as basalt, and has 3D structure, etc.

Getting there!



Top left panel is the actual map. Rest of it is copied/pasted to show how it wraps around correctly.

279
DF Modding / Re: [REQUEST] Native/Above-Ground Metals!
« on: November 04, 2014, 06:37:47 pm »
Quote
Any metallurgical experts on the forums who could tell me which metals have a low enough melting temperature/simple enough refinement process for ancient metallurgy before proper forges and such?
Only silver, probably, would have been simultaneously interesting (shiny!) to very ancient people and also able to be melted on a (still fairly large and particularly hot) campfire without any augmentation.

Lead would melt too, but is pretty boring. Doesn't look pretty, doesn't hold a shape very well. Doesn't seem very motivating to master working with it, even if you noticed something weird going on.

Copper and more utilitarian metals really require bellows at least to melt, as they melt several hundred degrees hotter than campfires.

280
Surely somebody in 40.14 has built a wall of stone to hold a demon back to have reported on such a change if it happened by now.  Maybe not...

Also, you could consider bridges. They cover areas a lot faster. Just scan through the types of demons at your site and see if there are any hot enough to melt your most heat resistant stone on hand, and if not, you're golden.

281
DF Dwarf Mode Discussion / Re: Weird things happening with thoughts
« on: November 04, 2014, 02:06:41 am »
Thanks, now I'm going to be paranoid about creepy trolls showing up in my bedroom and biding their time until I get used to them before ripping my face off.

282
DF Suggestions / Re: Don't Overhaul the Menus - Just Add Descriptions
« on: November 04, 2014, 02:04:36 am »
I've never seen a game with that option. A fully optional tutorial, like how Age of Empires does it, is fine, because I'll never do it. But those first start ups, the beginning of each game, scroll over this to get a small explanation and directory? I hate those.
If only there were some sort of forum where the little people like us could express these suggestions for the better kind of optional tutorial.  ;)

283
DF Suggestions / Re: Don't Overhaul the Menus - Just Add Descriptions
« on: November 03, 2014, 11:35:53 pm »
I would hate there being a tutorial. That's probably just me, but I honestly hate when a game tries to show you how to play.

"Hit Esc to end this tutorial!" Problem solved.

284
DF Suggestions / Re: Speed Affected by Terrain
« on: November 03, 2014, 05:00:02 pm »
I think I would walk about half as quickly over that than pavement, actually. More than 20% by a lot. Looks incredibly ankle snappy.

If carrying anything and unable to see my feet, more like 1/3 as fast as over pavement probably.

285
DF Suggestions / Re: Creature armour/keeping a beaten horse alive.
« on: November 03, 2014, 04:44:19 pm »
armoring flying things does present a bit of an issue... I think I'd be fine with ignoring it. But maybe limiting it to leather or something alternatively, just due to weight.

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