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Topics - fricy

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Tilesets and Graphics / Dwarf Fortress graphics repositories
« on: January 28, 2016, 08:35:17 am »
The purpose of this thread is to discuss the future of the DFgraphics organization.

The github repository was first created to help the management of the various Starter packs (LNP), and to create an archive if older versions are needed.

Packs maintained:
Afro (Spacefox fork)
CLA
Duerer
Gemset
Grim Fortress
Ironhand
JollyBastion
Mayday
Obsidian
Phoebus
Shizzle
Spacefox/LeoCean
Taffer
Tergel
Wanderlust

Contribution guide:
1, Register a github account, learn a bit about git repository management. If you prefer a GUI, I recommend Sourcetree.
2, Fork an existing, or create a new repository
3, Make your edits and commit them to your (forked) repository. If you make lot's of edits, don't send them in one giant commit, but group the changes in logical chunks, so it's easier to review. The commit message should be easy to understand.
4, Send a pull request with your changes if making edits, or a request for inclusion if it's a new repo
5, If you are the manager of the repo, review and merge pull requests, create version tags.

Format:
The repositories are created to support PyLNP's reduced raw format.
Reduced raw format was designed to maximise ease of installation, compatibility across DF versions and with other mods, and to minimise file size for storage and distribution. It is quite simply a data and raw folder, identically structured to vanilla DF, with all unmodified files removed. It can thus be installed simply by overwriting a vanilla install of DF. Additionally graphic packs must contain a content manifest detailing df version, content version, contributor name and pack name.
Folders to include:
/data/init
/data/art
/raw/objects
/raw/graphics

TODO:
Create organization
Recruite contributors
Add appropriate license to all packs
Better guide

2
DF Gameplay Questions / Caging forgotten beasts - HOW?
« on: June 04, 2014, 01:39:22 pm »
So I'm trying to trap some FBs in cavern 3 for re-purposing, built a simple cave-in trap to cage them.

Spoiler: Design (click to show/hide)

I'm using a door as a bait, the FBs are separated from the cave-in dust with fortifications, which knocks them onto the cage traps.
In theory this should work, and I should be able to cage them.
In practice they are pushed by the dust, land on the traps, but sit uncaged...anyone has anything to suggest?

3
DF General Discussion / MacNewbie Pack v0.10.3 with DF 42.04
« on: July 23, 2013, 06:11:13 am »

This pack is the spiritual successor to Macnewbie Cyan by iXen.

Windows version: PeridexisErrant's Starter Pack
Linux version: Beautato's Lazy Newb Pack Installer

Important:
OSX 10.7+ is the minimum recommended to play the game.
To use this pack on 10.6 you need to delete Dwarf Fortress/hack/libstdc++.6.dylib. If the trackpad freezes the game you also need to get rid of hack/plugins/multiscroll.plug.dylib.
Stonesense won't work on 10.6.
Players on OSX 10.8+ may need to update XQuartz to launch the game.
If the java utilities like  Soundsense don't work download and install Java from Oracle.

If the launcher can't update your savegames, and your encounter graphical glitches like this, the problem is due to the install logging feature of the launcher. In short, save games now store the installed raw configuration, and without this config file the launcher will ignore these older saves.
To fix this:
  • Install your desired graphics
  • Open finder and navigate to Dwarf Fortress/raws, select 'installed_raws.txt'
  • Copy this configuration file into your save folder's raw directory.
  • Press the 'Update Savegames' button in the launcher to finalize the process.

Protect the Toad, a natural resource!

Utilities:
dfhack 40.24-r5 with TWBT
PyLNP 0.10b - by Pidgeot
Dwarf Therapist 31.1
Chromafort
DF Designator
Soundsense 1_194 - Soundpack not included »»» get it here
Armok Vision 0.7.2
Quickfort Converter 2.04 with drag and drop frontend 1.3
DF Announcement Window - by Algee
Dwarf Family 3.1
Retina display resolution fix
Cheatsheets from Reddit
Community Quickfort blueprints
Minecart calculator 2.8
Dwarf Therapist user Guide - by ResMar
Vherid's colour schemes 7

Graphics Packs:
Utilizes Meph's item overrides where applicable
Default ASCII 8x12 and 16x16
MLC ASCII Advanced
Ironhand 40.x
Phoebus 40.x
Mayday 40.x with Doren's additions
Spacefox LeoCean Edition
Spacefox Afro Edition
JollyBastion v5 square
CLA 40.0x v19
Shizzle 1.3
Grim Fortress 1.2
Taffer
Gemset 24x 1.4
Duerer 0.6
Wanderlust 2.6
Tergel v4.1

Spoiler: Changelog: (click to show/hide)

Download MacNewbie 0.9.18 with DF 40.24 from DFFD
Download MacNewbie 0.10.3a with DF 42.04 from DFFD

sha-256: 12809a2cda51b451039785070c575f137f0cc096a04eef861b90706cfda93c4e

4
DF Wiki Discussion / wikipedia block
« on: July 21, 2013, 01:38:03 am »
Hey Briess!

I've been blocked on wikipedia, block says to post here to get unblocked:
username: same as here
registered on 19, july
blocked: 20, july

Could you unblock me? And why is my username unacceptable?
thx

5
DF Dwarf Mode Discussion / Help needed with track ramps
« on: July 04, 2013, 01:07:26 pm »
I have a double helix minecart spiral carved, the blue track is for going down, the red one has highest rollers on every odd level for bringing up carts.
I double checked to make sure that all tracks are connected, all ramps have two directional tracks carved on them, the game does not give me the dir/connect error, so I don't make the common mistakes.

The problems is, the downward track is slow. It looks like somehow the cart gets stuck on every 4th downward ramp for 18-20 ticks, collects some momentum, continues, then get stuck again on the 4th ramp. I counted the ticks, and this pattern emerges:
Spoiler: Ticks spent on a tile (click to show/hide)

So it looks like somehow every second corner track slows down the cart to a crawl. Which shouldn't be possible, as we can see the cart spends 3-4 ticks on the other 3 ramps, resulting in at least 40-50.000 extra speed, and the corner speed penalty is only ~1000.
The upward ramp with the rollers does not show this slowdown, the speed is consistent, but when I changed the direction by switching off the rollers and  pushing the cart down that way the same thing happened.

Does anybody have any idea what's happening here?

EDIT: It's even more weird than I thought before: I can derail the cart at the corner (just before the slowdown is happening) if I remove the corner wall. So it has more than 50.000 speed on entering the level, that goes close to zero at the corner or the entry point of the next down ramp. I built a quick test fort to make sure that it's not my save that's bugged. Same thing is happening.
It looks like the ramp is behaving as an up and down ramp at the same time. The cart enters, loses momentum as if on an up ramp, then rolls down, continues and gains momentum. Weird.
Edit2: IT's definetly the ramp, not the corner: If I build a track over the ramp and lead the minecart onto another ramp it can go up without a problem.

6
This is the continuation of SCIENCE: Quantifying minecart physics project. The aim is to build an excel sheet to help with building minecart routes, regulate speed on ramps and to determine how many ticks a given route will take, so we can have better timing.

Current version:
!!Download link!! v2.8

Tested and works: Regular tiles with rollers/pushes/track stops, single ramps with regular tracks in between.
Works more or less: Straight ramps up to ~25 z levels/200000 speed, ramp spirals with regular tracks/corners in between.
Untested/wrong: Long straight ramps, fluids on ramps. speeds/tile skipping above 200k

Spoiler: Usage: (click to show/hide)

Spoiler: LATEST VERSION: 2.8 (click to show/hide)

7
DF Suggestions / Pressure plate sensitivity on tracks
« on: June 16, 2013, 08:11:42 pm »
Pressure plates built on tracks have a sensitivity range of 50 urists.

We have a lot of materials, but their densities are more or less in the same range, which means that the weight difference between the minecarts is rather small. I counted only 12 10 possible trigger states. When building automated minecart systems that's only 12 10 different hauling routes, and has a very big error margin: if you calibrate a plate to trigger on an empty platinum cart (850-900 urists) that range can easily be met with an adamantine cart that has some bars in it, or a copper cart with some clothes or other light things, etc.

Thus, I'd like to petition to increase the sensitivity of pressure plates built on tracks to 10 urists.

I know I may be the only one with this problem, :) but it should be an easy change and add a lot more flexibility.

Spoiler: Minecart weights (click to show/hide)

EDIT: corrected the wood densities.

8
DF Suggestions / Quick and dirty trap building improvement
« on: May 24, 2013, 02:03:29 pm »
Hi,
I know a trap rewrite is coming eventually, but in the meantime I have a suggestion that wouldn't break the current balance of traps, would be relatively easy to implement, but it would make building them much easier:

Right now connecting 30+ retracting spikes to a single lever is a tedious job. It could be made easier if we could designate a trap "scaffolding" that connects to the lever/repeater.

Since you cannot build 2 constructions on a tile, one way to implement it is to have the option to build either the traps that we have now(spike/weapon, etc.), or build a multi-tile scaffold (max. 10x10) that needs two mechanism/tile to build, connects to a lever/repeater and drives the traps on top. - When the scaffold is built you can assign weapons to with the (q) menu that get distributed automatically on the available tiles with the current limit of 10 weapon/tile. The dwarfs would still need a lot of time to do the work, the amount of mechanism and weapons would remain the same, but it could be designated so much faster.

Maybe even the number of weapons that can be assigned/tile can be nerfed to 2-5, so you'd have the option to build a stronger 10 weapon/tile single trap, or a weaker but easier "multi-trap".

All in favor say aye!

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