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Author Topic: Future of the Fortress  (Read 146650 times)

Turgid Bolk

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Re: Future of the Fortress
« Reply #2520 on: September 20, 2007, 04:01:00 pm »

Socks! In my experience my feet stay pretty warm while wearing proper boots, even walking in snow. Unless you get snow in them, and your socks get soggy; in that case it's not long before your toes go numb. Snow boots or gaiters would prevent that. (However, I admit I don't live in a cold climate and haven't spent that much time in snow.)

I think I'll have a little channel that pumps water out over my entrance, sealing the doors shut as the water freezes. We'll be iced in, never to emerge. Thank goodness the ecology doesn't depend on sunlight!

[ September 20, 2007: Message edited by: Turgid Bolk ]

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Sean Mirrsen

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Re: Future of the Fortress
« Reply #2521 on: September 20, 2007, 04:14:00 pm »

Hm. Waitaminute....   Will water freeze if exposed to outside air, or if it simply leaves underground? Because in the former case there's a really nifty way to make ice houses - rewall a volume of rock, then hollow it out to the size of your house, then fill the empty space with water, then mine out the rock shell starting from the roof. The water will freeze, and a standing cube of ice will be made, free to be mined out into whatever form you need.

Also, Toady, how'd you set up the water movement if it doesn't allow overflowing? Any system I can think of would allow water to pump excess water from a cell upwards due to pressure...

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Game One, Discontinued at World 3.
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Havlock

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Re: Future of the Fortress
« Reply #2522 on: September 20, 2007, 05:50:00 pm »

Judging from the last paragraph in Toady's last post, he pulled the overflow code because it was causing problems with water "piling up" in waterfalls. I think that means that the water wouldn't flow straight down, but would make a "mound" instead, behaving more like loose sand than water. He'll get back to it eventually.
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BahamutZERO

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Re: Future of the Fortress
« Reply #2523 on: September 20, 2007, 05:54:00 pm »

quote:
Originally posted by Sean Mirrsen:
<STRONG>Hm. Waitaminute....   Will water freeze if exposed to outside air, or if it simply leaves underground? Because in the former case there's a really nifty way to make ice houses - rewall a volume of rock, then hollow it out to the size of your house, then fill the empty space with water, then mine out the rock shell starting from the roof. The water will freeze, and a standing cube of ice will be made, free to be mined out into whatever form you need.

Also, Toady, how'd you set up the water movement if it doesn't allow overflowing? Any system I can think of would allow water to pump excess water from a cell upwards due to pressure...</STRONG>



I think it does overflow into the cell above, as shown in the mule drowning movie. Or was that different because the water level wasn't increasing due to flow, but due to water being dropped down into the cell? Is there even a difference? I thought he was just talking about reproducing the seasonal flood behavior of the current version's cave river, not overflowing in general.

edit: Actually, now that I think about it a little, the "water pressure in a U-shaped area" movie is a much better example of overflow happening.:P  Assuming the dynamics in that movie haven't been changed since it was made.

[ September 20, 2007: Message edited by: BahamutZERO ]

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THLawrence

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Re: Future of the Fortress
« Reply #2524 on: September 20, 2007, 06:49:00 pm »

In the movie of the water pressure in a u-shaped tube the water did overflow to higher cells but not until the lower cell was at 7/7. So water will overflow to higher levels.
If the water piling up is a problem why not make the water spread out faster? In the movies it seemed to spread very slowly. But since I don't know much about about the programing I can't really comment but just out of curiosity is the slow spread of the water designed to let the game run faster, to serve a quasi realistic function(the water is flowing up over the banks of the river?) or is there another reason?
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Pnx

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Re: Future of the Fortress
« Reply #2525 on: September 20, 2007, 08:28:00 pm »

Hey quick recomendation... It might be an idea to add a "do last action" key to make things a bit easier.

EDIT: Ok... top of the page... unexpected...

[ September 20, 2007: Message edited by: Pnx ]

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Thallone

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Re: Future of the Fortress
« Reply #2526 on: September 21, 2007, 08:27:00 am »

quote:
Originally posted by Toady in the Dev page:
[QB]I dug a hole in a yard for a tree today,QB]

Toady cancels Dig: startled by a deer.

I keeed.

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Tormy

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Re: Future of the Fortress
« Reply #2527 on: September 21, 2007, 08:41:00 am »

Hm seems like this thread is still working.
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Exasperation

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Re: Future of the Fortress
« Reply #2528 on: September 21, 2007, 11:15:00 am »

I have to ask...after so long without sunlight, did cave adaptation cause you to vomit while planting the tree?
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Toady One

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Re: Future of the Fortress
« Reply #2529 on: September 21, 2007, 03:54:00 pm »

The water flowing slowly is a CPU thing, yeah.  Speeding it up wouldn't help with the water piles -- water piles shouldn't happen at waterfalls at all.  Something like an overflow is different, and would involve stacking water unevenly, but it has to be able to tell the difference.

The sunlight is actually nice and warm, though there was a swarm of (2) bees attacking me.

edit: the posts are taking a long time to update for me too.  We'll go over to the thread that somebody made here.

[ September 21, 2007: Message edited by: Toady One ]

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