Leal posted:Maybe if Bad Munki would update the OP already. Happy Independence Day, it's out!
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# ? Jul 4, 2014 15:35 |
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# ? May 14, 2024 19:39 |
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I actually checked. That was mean, you guys.
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# ? Jul 4, 2014 15:38 |
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Mirthless posted:I actually checked. That was mean, you guys. It's probably best to just put Bad Munki on ignore until the new version is out.
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# ? Jul 4, 2014 15:46 |
If toady sees fireworks today it means 6 more months of bug fixing.
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# ? Jul 4, 2014 15:50 |
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scamtank posted:That reminds me, there's now competition on the WW2 mod market!! A Wolfenstein retro mod would probably be pretty funny. And not that far off from the rampages you can get up to in it. Or just one where you have to survive in the New Order setting. It'd be a great excuse to add a Mecha Hitler megabeast. Archonex fucked around with this message at 16:05 on Jul 4, 2014 |
# ? Jul 4, 2014 16:02 |
Hello Sailor posted:It's probably best to just put Bad Munki on ignore until the new version is out. But then how will you know it's out?!
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# ? Jul 4, 2014 17:58 |
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Has Gemclod been modded in any way? If I wanted to upgrade the save to a newer version, can I just drop the region save in with the rest of them and go, or will I run into incompatibilities if I do that? I suppose I could just play it using the version of DF that comes with the save file, but I'd like to try upgrading to the most recent version if possible.
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# ? Jul 4, 2014 19:49 |
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Bad Munki posted:But then how will you know it's out?! He's obviously some kind of arch-conservative who never wants anyone to play the new version of anything. Wants us all to play 2D, I would guess.
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# ? Jul 4, 2014 19:58 |
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TildeATH posted:some kind of arch-conservative Liberal Crime Squad is a fun game.
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# ? Jul 4, 2014 22:58 |
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Turtlicious posted:I think adding poo poo, piss, cum, dwarf sex, and blood pools, would be creepy and weird. Correct on all the others but if you don't think making a moat and reservoir filled with the blood of invaders and sacrifices is the very essence of what DF is about, you're just wrong.
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# ? Jul 4, 2014 23:04 |
Turtlicious posted:I think adding poo poo, piss, cum, dwarf sex, and blood pools, would be creepy and weird. Armok: God of poo poo, Piss, Cum and Blood
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# ? Jul 4, 2014 23:16 |
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As a proud sewer inspector IRL I want dwarf poo poo simulation in DF. Plus elves poo poo out flowers or somesuch.
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# ? Jul 4, 2014 23:20 |
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In my masterwork succubus fortress, it keeps raining succubus blood. Masterwork is ahead of the game already. What I want to know is, how can I collect all this rain for...things.
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# ? Jul 4, 2014 23:21 |
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I do hope we will one day have pools of general liquids. A reservoir filled with booze, now that's what Dwarf Fortress is all about. Or maybe a giant statue of a dwarf, holding a mug from which pours an endless waterfall of beer. Straight into the dining room, so everyone gets drunk off the mist.
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# ? Jul 4, 2014 23:21 |
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You can already buy barrels of blood from caravans for...some reason. You can't cook with it and you can't make a bloodpit to dump goblins into so it kinda just sits around.
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# ? Jul 4, 2014 23:35 |
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please support and motivate our artist to continue his work on this epic painting. http://2ch.hk/vg/res/7894802.html#7894802 Aydjile fucked around with this message at 23:42 on Jul 4, 2014 |
# ? Jul 4, 2014 23:38 |
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SIRENS ARE RAD AND COOL
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# ? Jul 5, 2014 00:01 |
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Mister Bates posted:Has Gemclod been modded in any way? If I wanted to upgrade the save to a newer version, can I just drop the region save in with the rest of them and go, or will I run into incompatibilities if I do that? It is modded quite a bit, unfortunately. It won't work without its raw files... but aren't those included in save folders? I guess you could try to copy the save with all its raws to a new version and try if it works. As long as you keep the raws it should (could).
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# ? Jul 5, 2014 07:38 |
Hey, progress! Mifki has stated that since he's a little wary of cataclysmic changes in the next version re: rendering stuff, he's keeping the multilevel and nextgen (different tile sizes in menus and maps) separate for the time being. The good news is that both work for Windows now!! e: lookit that 9x12 versus 12x12 daaaaang scamtank fucked around with this message at 10:00 on Jul 5, 2014 |
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# ? Jul 5, 2014 09:55 |
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scamtank posted:Hey, progress! How does one go about running this? The provided readme isn't much help and I'm a bit obtuse when it comes to dfhack.
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# ? Jul 5, 2014 11:40 |
Here's how it goes down: MULTIPLE LEVELS: 1.) Get the newest multilevel build from Mifki's automatic buildserver. He primarily codes for the OS X, but Windows (and later Linux) follow behind. 2.) Put the appropriate version of .dll in your \hack\plugins folder. You can see your current DFHack version on the main menu. 3.) Put shadows.png in your \data\art folder. If you want to screw around with overrides.txt, it goes in the \data\init folder. 4.) Open up your init.txt and make sure that your PRINT_MODE is set to STANDARD or VBO and that FONT and GRAPHICS_FONT (or the fullscreen variants, if you're into that) are different - the first is used for text, the second for the playing field. Make them the same size (or an obvious multiple like 8x8 and 16x16) to avoid weird scaling issues. 5.) Boot up the game and you can see multiple levels down! Use the DFHack command "multilevel x" to adjust the amount of layers seen. It goes from zero to 15, but be warned, it eats a lot of processing juice. Unfortunately, special creature graphics don't render correctly in the seen-below layers, but that's for the future. DIFFERENT TILE SIZES: 1.) Get the newest nextgen build, see above. 2.) -"- 3.) -"- 4.) Open up your init.txt and make sure your PRINT_MODE is set to STANDARD or VBO and that FONT and GRAPHICS_FONT (or the fullscreen variants, if you're into that) are different - the first is used for text, the second for the playing field. Since you probably want square tiles and properly kerned text, make sure that the latter number (Y-axis) of the text tile isn't bigger than the one of the graphic tile. 9x12 and 12x12. 8x16 and 16x16. 6x9 and 10x10. For reference, curses_640x300 and 800x600 are 9x12 and 10x12 respectively. 5.) Boot up the game and marvel at the legibility! e2: Okay now I get it. The GRAPHICS tileset takes priority and forces the text tiles into a misshapen mold if they're bigger. Fixed the facts. scamtank fucked around with this message at 12:52 on Jul 5, 2014 |
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# ? Jul 5, 2014 12:27 |
Blown-up Phoebus_32x32 against curses_640x300 in a teeny tiny window, defying all sense of minimum width. Whenever you move the looK-cursor, it redraws the entire screen in a noticeable flash, but works fine otherwise. Jesus, this is robust.
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# ? Jul 5, 2014 13:05 |
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Is this the same plugin that allows for unlimited tilesets? This UI progress is more exciting than the actual DF update that's been two years in the making.
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# ? Jul 5, 2014 13:37 |
Yeah, in the sense that you can assign just about any character from an unlimited amount of tile sheets to certain buildings and items. The auto-generated C headers that list them all are included in the TWBT packages.
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# ? Jul 5, 2014 13:43 |
scamtank posted:Here's how it goes down: Having issues with this one, using phoebus 16x16 and curses 800x600, with the latest LNP (so dfhack r5) and the newest nextgen, following the steps above: Once it runs the script once on the first startup, it considers the default curses to be the graphic set rather than the font set for some reason on the LNP launcher, and world creation reflects that. Then, it just crashes on embark. Just "has stopped working". What am I doing wrong? E: must be something with r5, r4 worked fine. canepazzo fucked around with this message at 22:27 on Jul 5, 2014 |
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# ? Jul 5, 2014 22:25 |
For a long and storied set of reasons, the dual-tileset divide only really works in Fortress mode, during the gameplay proper. Adventure mode and world generation are still unsupported.
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# ? Jul 5, 2014 22:40 |
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The key commands in the second post don't work. Enter only selects one tile, and doesn't let you select a rectangle. <> doesn't change levels but just scrolls the map north and south. Edit: Turns out it does move levels, but just looks like it's scrolling down. I've marked out an area for mining, but even though I have an idle miner nothing is happening. I can't select an area for cutting trees. What exactly am I supposed to do in this game? I can't designate anyone to do anything, and left to their own devices they just do nothing. Edit: Turns out you have to build up and down staircases to the lower level before he will go down and mine. You have to select several stair tiles, not just one. pisshead fucked around with this message at 23:37 on Jul 5, 2014 |
# ? Jul 5, 2014 23:06 |
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I think I'm pretty close to getting it working, but whenever I use mismatched font/tilesets (in this case mayday graphics with curses fonts) the font will still stretch out to 16x16: e: Now I got the fonts working fine, but the game crashes on loading a map Using dfhack-r5 and twbt-nextgen-4.16. e2: Downgrading to r4 fixed the crash on load, but now the game just crashes naturally after running a minute or so. Catts fucked around with this message at 23:42 on Jul 5, 2014 |
# ? Jul 5, 2014 23:09 |
pisshead posted:The key commands in the second post don't work. Enter only selects one tile, and doesn't let you select a rectangle. <> doesn't change levels but just scrolls the map north and south. Add me on skype at "daggroth" and I can help you out.
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# ? Jul 6, 2014 01:38 |
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GreyPowerVan posted:Add me on skype at "daggroth" and I can help you out. To be honest, I'm starting to work things out. A lot of reading the wiki and a lot of trial and error getting to grips with the atrocious interface. When you get past that, it's a pretty fun minecraft/civ/MUD crossover type thing.
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# ? Jul 6, 2014 03:36 |
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markus_cz posted:It is modded quite a bit, unfortunately. It won't work without its raw files... but aren't those included in save folders? I guess you could try to copy the save with all its raws to a new version and try if it works. As long as you keep the raws it should (could). Gemclod could be made to work in the last version of DF2010, but there's no way it will work in DF2012. The jump to 2012 broke compatibility.
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# ? Jul 6, 2014 04:16 |
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Tenebrais posted:...This UI progress is more exciting than the actual DF update that's been two years in the making. I stopped closely following DF a year or so ago and just moved to checking if it had been released every month after I realized it was going to be a long time before the next release. Now that it's almost here, could someone please tell me if there's anything major being added to fortress mode? I remember being a bit annoyed with the things he was working on because it seemed like most of it was just really minor, uninteresting things for adventure mode that I didn't care about, with a few other minor things like multi-tile trees. Is this still the case?
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# ? Jul 6, 2014 04:26 |
Multi-tile trees, climbing/jumping are (probably) going to be in fortress mode, fortresses can be retired and will continue to run in the background. Probably some other stuff too?
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# ? Jul 6, 2014 04:38 |
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Mostly it's been a lot of stuff in the background, that makes the world live while the game is going on. While your fortress is going wars will begin and end, sites and entities will appear and disappear, kings and queens will die and be succeeded by their heirs and I am pretty sure you can actually start a war that gets your whole civilization wiped out by killing a bunch of traders at the depot with magma.
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# ? Jul 6, 2014 05:16 |
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quote:Change one line and the world erupts in no-quarter knife fights apparently... hopefully we've emerged from that. one line dev log
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# ? Jul 6, 2014 05:58 |
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OneTwentySix posted:I stopped closely following DF a year or so ago and just moved to checking if it had been released every month after I realized it was going to be a long time before the next release. Now that it's almost here, could someone please tell me if there's anything major being added to fortress mode? I remember being a bit annoyed with the things he was working on because it seemed like most of it was just really minor, uninteresting things for adventure mode that I didn't care about, with a few other minor things like multi-tile trees. Is this still the case? They've been saying via devlog that they've hosed with pretty much every aspect of the game (and to expect shittons of bugs and !FUN!). There was a link to a devlog list of new features on here a page or two back so probably check that out. Climbing, jumping, multi-tile and level tree's, armies, more interaction with the outside world from your fort, I think, dual-weapons, some more dynamic population mechanics, new plants etc. Toady keeps saying its gonna be a crapton of stuff.
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# ? Jul 6, 2014 09:59 |
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Didn't he untie attack speed from movement speed? I bet that's going to have a big impact on how fortress mode fights play out.
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# ? Jul 6, 2014 10:28 |
He did. There's a lot more to combat now, even if he didn't tackle the Combat Arc in earnest yet. He said that it's only the most minimum groundwork to make the current priority features function like intended.
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# ? Jul 6, 2014 11:09 |
Welp, already my fine instructions are obsolete. nextgen_4.17 gets multilevel rendering now, too.
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# ? Jul 6, 2014 15:58 |
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# ? May 14, 2024 19:39 |
I'm gonna be lost when a new version releases until a LNP get's released for it. All those addons just confuse me.
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# ? Jul 6, 2014 16:58 |