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Messages - Clatch

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16
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: June 30, 2023, 08:16:27 am »
Doesn't stonesense already do that? I'm pretty sure it updates live if you unpause the game.

Yeah, I hadn't used stonesense in a few years. It's pretty impressive now.

You'll need dfhack installed. Pull up the script window and just type stonesense. Hit enter. :)

17
Duerer Tapestry
For Versions 47.05 and 50.08

Tweaks for Stairs and Doors





18
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2023, 11:56:03 am »
Quote from: Immortal-D
What news of reinstating keyboard controls? (I'm really struggling with the inefficiency of the mouse for large designations, plus the loss of macros)

Macros are in there in some form, though maybe they don't play nice with the designation cursor - I thought I tested that part.  In any case, there isn't specific news, but Putnam has been revamping interface stuff, including standardize some list widgets and such that should really help when we get there.

Toady mentioned something about playing nice with the designation cursor. Can someone explain a bit more about that?

I've spent too many years pounding the keyboard.  ::)  My wrist aches pretty badly messing with a mouse even for a few minutes.  Am I reading into this too much, or is there a way to control the cursor with the keyboard after initiating an event with an available macro?

19
Did you actually run the script? It looks like any of "enable devel/annc-monitor", "devel/annc-monitor enable" or "devel/annc-monitor start" will make it start logging to the file. (Use the same commands with "disable" or "stop" to make it stop.)

That was the part I was missing. I'm not that used to delving that deep in dfhack, running custom commands and such.

One neat aspect of the new sound system is the fact that it has situational awareness. You can hear the river running as you move it into view. I also prefer how the pacing of the music is handled in the new system. It will be nice experimenting with playing the two systems together.

20
DF Gameplay Questions / Word Map view too small
« on: June 29, 2023, 07:47:07 am »
So how do we enlarge it?  I didn't have any issues with it when using my old tileset, but it's way too small to read with the new graphics.

I tried the bracket scaling, click on the map and using the mouse scroll.

Thanks!

21
DF Announcements / Re: Dwarf Fortress 50.09 Released
« on: June 28, 2023, 09:49:40 pm »
Can't wait to test the Linux build.   Seems to work in Proton 7.  :)

22
Also, isn't appimage the MacOS packaging system?

Appimage is both Linux and MacOS.  Way back in the day, MacOS started on a BSD kernel.

23
Are there any news if amazing tileset will be brought over to 50.x? i genuinely believe this tileset is superior to premium and i would very much want to play with it, also, after several years of exclusively using Vettlingr it is very hard to use anything else.

Cheers and love

Great tileset!  The new graphics in 50 have been taking many of our creative forces.

I think you should do it. :)  Check out the D50 structure when you have time and see if you're up for the challenge.  If all else fails, we'll just lock the door until you've finished.  ;D

24
I really hate to ask but I'm not a great coder. Could someone explain Lethosor's fix in more detail? I tried the soundsense fix that Lethosor suggested for Steam DF, with DFHack, and it didn't seem to work. Do I need to write my own gamelog.txt file, or add a directory command (idk what it's actually called) in hack/scripts/devel/annc-monitor.lua? I really miss the "when a dwarf's got an idea" callout for strange moods lmao.

Edit: On Windows 10

That file should be there. My problem was, that even after installing dfhack and making the script adjustments, the gamelog only displays startup information. So none of the intricate sound detail from soundsense fires except the loading screen. What I gathered from the conversation was that v50 will never output the same information the pre-50. We will need to wait for the next update with SDL2 and subsequent implementation of native sounds.

The repo I included earlier wasn't for 50. It plays some of the soundtrack from 50 in 47.

25
DF Gameplay Questions / Re: making animal traps
« on: June 10, 2023, 08:32:51 pm »
As I recall, the Trapper labour-assignment/work-duty is needed to make an anima trap (of whatever material, at watever workshop, e.g. supercedes the metalsmithing skill when making metal ones at a forge).

That was it. Just as soon as I signed a dwarf to trapping, they came in and created it.  That makes sense. I just never noticed before.

That takes me to an unrelated question. I just noticed in 50.08, that there aren't any point costs to skills. Hence, the lack of an animal trapper in my fort in 47.

 I was a little surprised. Having all the free skill points to distribute took some of the challenges away from setting up a party. Now, the first starting dwarfs are mega-talented. Is that a feature or a bug?

26
DF Gameplay Questions / making animal traps
« on: June 10, 2023, 10:24:46 am »
I was messing around in 47 last night. I had queued up some animal traps. I hadn't messed with them much before.

I noticed my carpenter/wood crafter was idle when he had all these traps queued up.  When I removed them from the queue, the dwarf got straight to work.

I didn't see anything in the wiki about prerequisites for building them. There weren't any notices in the announcements for missing componants. Does a trapper build the animal traps or do carpenters?


27
Duerer Tapestry
For Versions 47.05 and 50.08

Tweaks for Civs




28
I've been wanting to play with this for a while. It needs more refinement, but it's a start.

The infinite looping music has been removed. Instead, just one random track gets played for each music event. The rest of the filler is weather background (white noise).

This setup works with the new sound files from DF 50.

https://github.com/bridgesense/soundsensepack

EDIT: Would be cool if the three bonus tracks were part of the DF 50 sound dist. The Hill Dwarf is amazing.

29
Sorry, I should have clarified. Both the regular and experimental branches work for me in both environments.

Thank you, Myk! Bumping my Porton version down from 8.0-2 to 7.0-6 fixed the issue. It comes up nicely now.

30
FWIW, I've been running smoothly from the Steam client with Proton 7.0-6 on a Gentoo Linux system. I also run successfully under wine 5.0.1 in an Ubuntu VM on a Chromebook.

Thanks myk. I think you might be referring to the standard release. This was the experimental branch I was referring to.

...

I updated the XML files to use the sounds from DF 50. This repository doesn't include the sounds. The owner of the game will have to copy over the files.

https://github.com/bridgesense/soundsensepack

I plan on tweaking the music for more empty space between tracks.

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