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Messages - Shurhaian

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241
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 04, 2010, 11:09:45 am »
...Right. I was hoping that an init option to turn off zooming would be a fairly quick way to get around requiring either a moderately ugly hack on the user's part or using a nonoptimal render mode that's already been stated as being slower, but apparently I was mistaken. Sorry for bothering.

242
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 04, 2010, 09:09:25 am »
Speaking of zoom, I personally rather dislike it. I would greatly enjoy having a way to set the zoom factor to exactly 1, or just plain turn off zoom, even when running OpenGL; the quality loss is horrible on my display, and my CPU is already so limited that zooming out to have more tiles visible causes noticeable slowdowns anyway.

Failing that, having a way to reset to 1:1 would be lovely. It's a bit vexing to accidentally nudge the mousewheel and have to fiddle with getting it exactly right again.

243
DF Modding / Re: Civilization Forge Mod
« on: January 02, 2010, 04:44:12 pm »
MS Paint seems to preserve whatever problem exists in these files.

The only way I found to get around it was, as mentioned, to open the file, take a screenshot, paste THAT into a photo editor, and carefully slice out the part I want, copy that into a new file, and save.

Ugly, but it gets the job done. Proper photo-manipulation programs might do better.

244
DF General Discussion / Re: Skills not updated after Strange Mood
« on: January 01, 2010, 07:16:53 pm »
With regards to moodable skills - If a dwarf has skill in a profession that can produce an artifact, that will be used; otherwise they become a crafter. Nonmoodable skills like cheesemaking have nothing to do with it.

Regarding this instance - yes, look beneath the social skills. Whatever he's most skilled in, it's no longer cheesemaking.

245
DF General Discussion / Re: I can only assume the worst.
« on: December 31, 2009, 11:06:39 pm »
Hm. I'll have to poke my newsreader about not showing me the dev log...

The very reason flu vaccines haven't ever been foolproof - well, the biggest one - is that the flu virus, in general, mutates so fast that there are always new strains out there. Any given year's influenza mortality rates is going to include all of them - there's often not much point in separating individual strains unless they are unusually virulent. Yes, one tends to dominate any given year, but the others are not entirely insignificant.

Swine flu is notable for that virulence; yes, it's common this year, but it's still not the only deal in town.

Also, 22 years is an awfully long time to average over, concerning relatively modern advances in medical science.

As for vaccines - any vaccine has a calculated risk of triggering the infection it's intended to prevent, because the only way to do it is to try to heat-kill or otherwise disable the viruses and inject them. Anything guaranteed to render them noninfectious would destroy the markers that the immune system needs to recognize the virus at all.

And in this day and age, "acceptable margin of risk" is shrinking into oblivion.

Public awareness of this one is spawning vastly increased caution, which is going to distort the figures to some degree or other. The same cautions in place for H1N1 could help with any influenza epidemic; but not the public nor the medical establishment can maintain that vigilance forever.

Especially not with corporations generally expecting their employees to come to work unless physically unable to perform their jobs, and requiring documentation of even that to be provided at employee expense.

246
DF General Discussion / Re: I can only assume the worst.
« on: December 31, 2009, 07:33:37 pm »
Uh, hold on. Where was it said that the flu Toady got was specifically H1N1? I just looked at ThreeToe's recent posts and it wasn't there.

Even if it is the big name these days, there is more than one strain of flu. Let's not fearmonger until and unless it's confirmed that that's the bug in question.

(Not that other strains can't be bad enough, and indeed, different people react to them differently; but if this is just a "normal" bad flu, there's not quite as much cause for concern).

247
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: December 31, 2009, 07:21:36 pm »
Since the game is not properly playable at a tile dimension lower than 80x25, having it default to that size rather than squishing the tiles would be a useful option to have. Resized tiles can look rather hideous, and getting the size just right by window-shaping can be an exercise in frustration.
Dude: blackspace. Just have your opening window size be huge and you'll have plenty of big black border to buffer to whatever practical size.

This is what I would call a workaround.

That there is a way to get around a problem doesn't mean the problem should be left alone; that there is an ugly alternative to a suggestion doesn't mean the suggestion is without merit.

Personally, I wouldn't want the window frame to take up any more space than it must. The person who suggested that 0 dimensions instead make for an 80x25 tile default size hit on a possibly-useful special case, which might or might not be less irritating to implement than a way to determine whether the view will squish, or automatically scale to a minimum, for any size that doesn't allow 80x25 tiles to fit.

Come to think of it, a way to specify starting resolution by (unscaled) tiles rather than pixels might itself be useful... but that's getting off course.

248
DF Suggestions / Re: Engraving built walls.
« on: December 31, 2009, 07:15:23 pm »
I do think it would make sense to have constructions be built more efficiently than they are now. As it is, the system is a placeholder; it simply makes no sense for a bridge, and all that goes into making it able to raise or retract, is built with FAR less material than a simple floor of the same size. Even the load-bearing aspect doesn't make up for that gap.

So floors could stand to be built in much the same manner as bridges. They need a bit more material to bear weight, but a bit less because they don't need to account for retraction, so it might pan out. Walls could use more stone, but might or might not be 1:1.

The real problem, of course, is what to do when unconstructing the things. When they're built 1:1, it's simple - you get the resource back. If they're not, things become much more complicated.

249
DF Modding / Re: Civilization Forge Mod
« on: December 31, 2009, 09:47:31 am »
Be warned that colouring the background black will mean that you won't see PROPER backgrounds(the brown background for prone creatures, the cyan one for those that are flying through the air, the red one for the dead).

250
DF General Discussion / Re: Memory editing apps and Steam VAC Bans
« on: December 30, 2009, 02:23:35 pm »
VAC indeed is one of the less obnoxious such programs out there.

Though it thankfully doesn't issue bans, the "anti-cheat" software which comes with Cabal Online will kill Skype on sight. I forget which it is, offhand...

The question is: Why run a DF memory editor while playing TF2 or anything VAC would care about?

251
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: December 30, 2009, 10:48:26 am »
Since the game is not properly playable at a tile dimension lower than 80x25, having it default to that size rather than squishing the tiles would be a useful option to have. Resized tiles can look rather hideous, and getting the size just right by window-shaping can be an exercise in frustration.

252
DF Suggestions / Re: Loot Balancing/Toning Down.
« on: December 29, 2009, 09:48:54 am »
There's been talk in numerous threads about reclaiming wrong-sized or worn clothing. Another common notion that comes up is tearing it down into rags, for cleaning and the like; this may make more sense than using worn, bloodstained cloth and producing something brand new out of it.

253
DF Suggestions / Re: Lutefisk!
« on: December 29, 2009, 12:06:56 am »
Wouldn't that be lutecat?

254
DF Suggestions / Re: Lutefisk!
« on: December 28, 2009, 08:24:35 pm »
A smokehouse or similar would be nice to see, at some point; but it would require some support for nonspoiling or slow-spoiling food. It might be a suitable place for other methods of curing; you can smoke something(which takes wood, and yields "X-smoked Y" where X is the wood and Y is the base food), or you can pickle it, or you can steep it in lye, and so forth.

255
DF Modding / Re: Mayday's apostrophe dots
« on: December 28, 2009, 11:43:30 am »
There are relatively few tiles that don't have multiple functions, between the GUI itself and the in-game world. Levers are rendered with accented letter o's; flows have the same icon as soil floors and farm plots; etc.

There are tilesets out there that try to interfere as little as possible with the UI, but it does come at the expense of main-window graphics options.

I think DFG comes with an alternate tileset, which looks decent at 16x16 but leaves the text and such alone; I can't remember the name of the tileset offhand, though.

I do indeed look forward to the time when everything, not just creatures, can have tokenized graphics. From the outside it doesn't seem like it should be that hard to do... but that's from the outside.

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