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Author Topic: Dwarf Fortress 0.31.08 Released  (Read 79864 times)

Old-one-eye

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Re: Dwarf Fortress 0.31.08 Released
« Reply #315 on: June 27, 2010, 05:45:44 pm »

temple to armok :P
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dreiche2

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Re: Dwarf Fortress 0.31.08 Released
« Reply #316 on: June 28, 2010, 06:43:19 am »

Toady, when will you  let people make their own TYPES of settlements for the civs to use?
Instead of posting an obnoxious comment in a thread that isn't relevant, why don't explain exactly what you mean by 'types of settlement' and even post your ideas as a thread in the suggestions sub forum in a way that is helpful and useful. Saying 'WHY HAVEN'T YOU DONE X??11!!' usually pisses of people when they've worked hard over something.

I think this might have been a genuine question (if somewhat obscure), not a complaint. You might be reading the wrong intention into it.
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Malicus

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Re: Dwarf Fortress 0.31.08 Released
« Reply #317 on: June 28, 2010, 06:55:40 am »

Toady, when will you  let people make their own TYPES of settlements for the civs to use?
Instead of posting an obnoxious comment in a thread that isn't relevant, why don't explain exactly what you mean by 'types of settlement' and even post your ideas as a thread in the suggestions sub forum in a way that is helpful and useful. Saying 'WHY HAVEN'T YOU DONE X??11!!' usually pisses of people when they've worked hard over something.

I think this might have been a genuine question (if somewhat obscure), not a complaint. You might be reading the wrong intention into it.

That's how I read it, too, and I'll spell out what I think he means, if Old-one-eye genuinely didn't understand.  He wants to know if/when we'll be able to set an entity's site preferences in the raws to things other than the hardcoded CAVE_DETAILED, CITY, TREE_CITY, DARK_FORTRESS, and CAVE.
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Orkel

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Re: Dwarf Fortress 0.31.08 Released
« Reply #318 on: June 28, 2010, 10:53:59 am »

Fuck yes Toady, combat bugs fixing tomorrow.

.09 will kick ass.
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Re: Dwarf Fortress 0.31.08 Released
« Reply #319 on: June 28, 2010, 11:53:59 am »

Not sure if this is where questions about devlog updates are supposed to go, but it seems a viable place.

Quote from: Toady One
The material-based random critters should be killable now

How so? In the same manner as the undead, or via some tweaking of the game? Would be interesting to know how.

I currently have a fort being harassed by a forgotton beast without any limbs remaining, yet no warrior seems good enough to strike a fatal blow. And, being creatures of flesh, they eventually tire and collapse, and are decapitated by the beast 'pushing' them. Would be nice to make it so some of the hundreds of breaks and gashes in it's body kill it.
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Baughn

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Re: Dwarf Fortress 0.31.08 Released
« Reply #320 on: June 28, 2010, 12:46:25 pm »

On the technical side:

OpenAL and libncursesw are dynamically loaded in .09, so you will still be able to play without them; it's just that sound or text mode (respectively) will fail to work.
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Heavenfall

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Re: Dwarf Fortress 0.31.08 Released
« Reply #321 on: June 28, 2010, 12:58:19 pm »

IS IT UP YET?
IS IT UP YET?
IS IT UP YET?
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Re: Dwarf Fortress 0.31.08 Released
« Reply #322 on: June 28, 2010, 01:11:17 pm »

Quote from: Toady One
The material-based random critters should be killable now

How so? In the same manner as the undead, or via some tweaking of the game? Would be interesting to know how.

Yeah, I'm curious too.

OpenAL and libncursesw are dynamically loaded in .09, so you will still be able to play without them; it's just that sound or text mode (respectively) will fail to work.

That's cool.  I hope it'll also tell players why their sound or text mode isn't working.
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Baughn

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Re: Dwarf Fortress 0.31.08 Released
« Reply #323 on: June 28, 2010, 01:16:25 pm »

It'll print the info to the console.. I was unsure whether or not to pop up a messagebox, what do you think?
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Re: Dwarf Fortress 0.31.08 Released
« Reply #324 on: June 28, 2010, 01:25:12 pm »

Messagebox sounds fine to me.  I wouldn't want it to pop up a messagebox for every little thing, but if it's essentially bypassing their init settings, that probably warrants some aggressive notification.
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G-Flex

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Re: Dwarf Fortress 0.31.08 Released
« Reply #325 on: June 28, 2010, 01:45:17 pm »

Quote from: Toady One
The material-based random critters should be killable now

How so? In the same manner as the undead, or via some tweaking of the game? Would be interesting to know how.

Yeah, I'm curious too.

I somehow get the feeling it'll just be a sort of kludge like with the undead, since solving it via combat tweaking would result in quite a few other things as well (the dev note was kind of terse about it, only mentioning those particular creatures, and only random ones at that), and also since it seems to have been done rather quickly. But who knows.
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Re: Dwarf Fortress 0.31.08 Released
« Reply #326 on: June 28, 2010, 01:58:28 pm »

I somehow get the feeling it'll just be a sort of kludge like with the undead, since solving it via combat tweaking would result in quite a few other things as well (the dev note was kind of terse about it, only mentioning those particular creatures, and only random ones at that), and also since it seems to have been done rather quickly. But who knows.

That's my feeling too -- the "headless material-based creatures" fix may have been as simple as guaranteeing that all random creatures have a crucial body part that isn't part of the body root, and can therefore be amputated.  In practical terms, that just means sticking a head on creatures that didn't have one.
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Mel_Vixen

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Re: Dwarf Fortress 0.31.08 Released
« Reply #327 on: June 28, 2010, 03:32:35 pm »


Not sure if this is where questions about devlog updates are supposed to go, but it seems a viable place.


A while back we had for questions the FotF-threads. Sadly toady didnt open a new one - they were helpful in many ways. The one for the 31.x build got though a bit lengthy due to the long dev-cycle.

edit: oh and question should be green so toady can spot them if he skims through the replies.
« Last Edit: June 28, 2010, 03:34:12 pm by Heph »
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Re: Dwarf Fortress 0.31.08 Released
« Reply #328 on: June 28, 2010, 05:07:13 pm »

Is anyone else having frequent crashes and lockups? I haven't played DF for more than a year, but I never once had a crash back then. I waited until 0.31.08 so the worst of the bugs would be fixed, but it's the crashes that are giving me fits. I'm using the version bundled with May Green graphics (I don't know if that's legacy or SDL) on Windows XP.

OK, I say "frequent," but I've had two crashes and once where only the arrow keys still worked, so I had to do a hard reboot (I could look around, but do nothing else, including "Escape" to save the game). But I haven't even seen a season change yet. Yeah, I'm still in spring in the first year. It's pretty frustrating.

I'm not doing anything unusual when the crashes occur, and I can't seem to identify a common factor to them. I've started trying to save the game more often, but it's not much fun to keep going back and replaying the same things. So I've been quitting the game for a day or two whenever I get a crash. But that makes it hard to stay interested.
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Toady One

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Re: Dwarf Fortress 0.31.08 Released
« Reply #329 on: June 28, 2010, 05:42:32 pm »

I somehow get the feeling it'll just be a sort of kludge like with the undead, since solving it via combat tweaking would result in quite a few other things as well (the dev note was kind of terse about it, only mentioning those particular creatures, and only random ones at that), and also since it seems to have been done rather quickly. But who knows.

That's my feeling too -- the "headless material-based creatures" fix may have been as simple as guaranteeing that all random creatures have a crucial body part that isn't part of the body root, and can therefore be amputated.  In practical terms, that just means sticking a head on creatures that didn't have one.

Creatures with fluid/sandy central body parts that have them "broken away" have all remaining limbs severed and instantly die, and the solid creatures like demons made from quartz that don't have heads/lower bodys/thought parts will die when their central body is wounded enough that the game registers function loss for it.  That will apply to any creature that doesn't have a special child body part, like a child head/thought/lower body that would let the creature be killed.  It's a kludge in the sense that we don't really have a sense of when a living ball of rock should die because there isn't a concept of its underlying nature.

I still need to mess with cumulative wounds being able to break things, which may be today.  I'm not convinced that is a good way to a lot of the time though.  If you are only scratching a bronze colossus, those are scratches on a giant hunk of metal and there wouldn't be an appreciable tree chopping or cracking/structural instability effect there.  I should probably just fill it with something and make sure it can be punctured at this point, until there are more ways to kill things that can't be killed by a regular squad.
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