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I laughed at the Mantis bug tracker that shows 4+ year old bugs being fixed. Literally stuff reported in 2010 is now being addressed.
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# ? Jul 25, 2014 14:12 |
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# ? May 14, 2024 10:01 |
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reading posted:I laughed at the Mantis bug tracker that shows 4+ year old bugs being fixed. Literally stuff reported in 2010 is now being addressed. One might think that the bugs have changed from back then during all the versions. But nope, DF is a very, very solid program.
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# ? Jul 25, 2014 14:16 |
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This next release could have more changes than the previous one - so many bugs fixed from so long ago, the game could be almost unrecognizable!
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# ? Jul 25, 2014 14:43 |
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To be perfectly honest, I find the the bizarre way Toady prioritizes (and organizes, and implements) things strangely charming. It's like he's in a fey mood, sitting in his workshop, screaming "I MUST HAVE SOCIOPOLITICAL POWER DYNAMICS! I MUST HAVE OROGRAPHIC PRECIPITATION! I MUST HAVE PROCEDURALLY GENERATED CREATION MYTHS!"
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# ? Jul 25, 2014 14:49 |
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Tiler Kiwi posted:i just want toady to stop adding poo poo for a bit and fix the outstanding bugs but he will never do such a thing Wrong. He does this in cycles, every single time. Spend 1-3 years on adding new features, then spend several months on fixing bugs, repeat. Every time he goes into feature mode, people start thinking he will never ever care about bugs, and every time they acted shocked and amazed when he goes into bugfixing mode for a few months. I don't get it. This is not new or novel. He does this! Every time! Ironically, people also tend to get annoyed while he's in bugfixing mode, because it breaks all the 3rd party tools over and over again every week. It also prevents the 3rd party tool people from moving forward much, because things aren't stable. I remember after about three months into the previous bugfixing cycle people were getting antsy for something "stable" again that they could tinker with without worrying about another release in a week.
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# ? Jul 25, 2014 15:23 |
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I think people are less aware of the cycle now that it takes so long between major releases.
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# ? Jul 25, 2014 15:49 |
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Only now? Not really. I mean, when he switched to 3d it took as long as this. Those 1-3 years? Those have always been the years these sorts of releases take.
NewMars fucked around with this message at 16:23 on Jul 25, 2014 |
# ? Jul 25, 2014 16:20 |
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Angry Diplomat posted:There is the possibility that they might get peckish and eat one of your dwarves, but AFAIK vampires generally don't spread their curse just by being in proximity to others, so I doubt you'll wind up with a bunch of vampire dwarves. Plus, if you attack them, a) they'll flip out with their vampire strength and probably kill a bunch of people, and b) their civ will get pissed off and attack you. Its kind of cool that a fortress has a visitor that they try and appease so they don't kill to many of them. Its almost as if you run the town full of scared peasants in every western film and the vampire is the big bad guy.
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# ? Jul 25, 2014 19:16 |
Still doodling around in Masterwork, and encountering a rather odd occurrence with my Hospital. Dwarves that are on tables or traction get fed and watered by idle dwarves, but dwarves in beds are not. It's leading to anyone with minor injuries dying of thirst, but anyone with serious wounds making a full recovery. I've tried deconstructing the beds beneath the dying dwarves, but everyone seems content to leave them there, and not rescue them to a new bed.
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# ? Jul 25, 2014 19:18 |
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StrangeAeon posted:Still doodling around in Masterwork, and encountering a rather odd occurrence with my Hospital. Dwarves that are on tables or traction get fed and watered by idle dwarves, but dwarves in beds are not. It's leading to anyone with minor injuries dying of thirst, but anyone with serious wounds making a full recovery. Serious injuries eh? I guess you need to line up your hospital beds in front of a minecart track.
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# ? Jul 25, 2014 20:05 |
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Subjunctive posted:Really? Quel dick. just quoting this because I'm jonesing for my dfhack fix and your post filled me with hope
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# ? Jul 25, 2014 22:00 |
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Indecisive posted:I hope he fixes the bugs with constructing walls and dwarves standing on their own construction and then cancelling construction because they are standing on it, annoying as gently caress. I've made sure there's standable floor adjacent, tried suspending unsuspending, removing the construction and remaking using different stone, sometimes it just keeps happening over and over until finally it works for no discernable reason. I lost more than 30 dorfs to a werellama because Urist McMason didn't know any better than to stand where the wall should be.
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# ? Jul 25, 2014 22:16 |
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Gus Hobbleton posted:Jesus Christ I hate nerds. Some guy in the DFhack thread got it to work with the latest version. He's not going to upload it though because if you don't know how to make DFhack yourself then you don't deserve to use it. I can build DFHack too, Nevermind, I'm retarded, I'll give it a try I guess. deathrat fucked around with this message at 22:25 on Jul 25, 2014 |
# ? Jul 25, 2014 22:22 |
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Hah, PC Gamer has a guide to DF in only four pages. The fools. Naturally, made it in.
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# ? Jul 25, 2014 22:51 |
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dogstile posted:Its kind of cool that a fortress has a visitor that they try and appease so they don't kill to many of them. Its almost as if you run the town full of scared peasants in every western film and the vampire is the big bad guy. https://www.youtube.com/watch?v=FAcrmxMYMLI I couldn't find the clip of the gun being thrown at Dracula's face. But this will do.
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# ? Jul 25, 2014 23:32 |
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Excelzior posted:just quoting this because I'm jonesing for my dfhack fix and your post filled me with hope Yeah, I fell asleep on the couch. Let me see what I can get done in teamviewer before my next thing. Edit: The remote client stuff is puking, I think it wants some protobuf tool that's not around. I'll dig more later tonight. Edit edit: of course it needs an older compiler. this'll take a bit, sorry. Subjunctive fucked around with this message at 00:48 on Jul 26, 2014 |
# ? Jul 25, 2014 23:36 |
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Got DFHack to compile for new version(0.40.04) Download here. Don't blame me if it breaks horribly though(as it most likely will since not all of the mappings are done yet), I didn't really test it past getting it to start without crashing. deathrat fucked around with this message at 02:52 on Jul 26, 2014 |
# ? Jul 26, 2014 02:40 |
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deathrat posted:Got DFHack to compile for new version(0.40.04)
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# ? Jul 26, 2014 02:51 |
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If workflow and stable-cursor work you're my new hero.
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# ? Jul 26, 2014 02:54 |
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deathrat posted:Got DFHack to compile for new version(0.40.04) hell yeah
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# ? Jul 26, 2014 03:14 |
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Is there some way to turn the lighting system in masterwork off? It kind of just makes the game a pain in the rear end to look at.
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# ? Jul 26, 2014 03:18 |
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The Moon Monster posted:Is there some way to turn the lighting system in masterwork off? It kind of just makes the game a pain in the rear end to look at. Type "rendermax disable" in the DFHack window. EDIT: Or just turn rendermax off in the launcher.
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# ? Jul 26, 2014 03:31 |
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Just compiled TWBT for 0.40.04, no idea if it works if someone wants to test it. Here's the download
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# ? Jul 26, 2014 03:39 |
Yo where's the mac version, this is bullshit, I hate you.
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# ? Jul 26, 2014 04:02 |
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Bad Munki posted:Yo where's the mac version, this is bullshit, I hate you. I guess I won't try and compile one then.
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# ? Jul 26, 2014 04:04 |
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deathrat posted:I guess I won't try and compile one then. *puppy eyes*
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# ? Jul 26, 2014 04:15 |
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Bad Munki posted:Yo where's the mac version, this is bullshit, I hate you. nobody likes mac it is terrible
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# ? Jul 26, 2014 04:19 |
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Zomborgon posted:*puppy eyes* You're lucky I have access to a mac.
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# ? Jul 26, 2014 04:35 |
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I couldn't get stonesense to build, yeah. Guess I could have packaged the minimal version, duh. Thanks! Edit: are the Mac offsets available? I have a build setup but it doesn't have the right addresses, so it's useless.
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# ? Jul 26, 2014 04:37 |
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Subjunctive posted:I couldn't get stonesense to build, yeah. Guess I could have packaged the minimal version, duh. Thanks! Yeah they are, if I can't get it to compile on mac myself I'll make a post on the process I used to get it to compile for Windows(should translate to mac still, just different environment setup).
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# ? Jul 26, 2014 04:47 |
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deathrat posted:Yeah they are, if I can't get it to compile on mac myself I'll make a post on the process I used to get it to compile for Windows(should translate to mac still, just different environment setup). Yeah, I have a non-working build from a few days ago. I can spin it up later if you want, I didn't realize that the offsets were ready.
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# ? Jul 26, 2014 04:53 |
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Subjunctive posted:Yeah, I have a non-working build from a few days ago. I can spin it up later if you want, I didn't realize that the offsets were ready. Alright yeah, it's taking forever to get it setup on my end so here's what I needed to do on PC: Follow this(make sure to do the Snow Leopard changes if applicable), except for step 6 do: code:
And before you do step 8 open up "dfhack/plugins/CMakeList.txt" with a text editor and comment out line 141 so it looks like this: code:
deathrat fucked around with this message at 05:12 on Jul 26, 2014 |
# ? Jul 26, 2014 05:10 |
GOT MILES AND MILES OF THE DEVLOG STYLES // MILES AND MILES OF THE DEVLOG STYLES Toady One posted:The bug processing continued today. Using an observation from ag, I think I've put an end to those construction suspensions that came from the builder standing on the construction spot -- any that were ongoing in old saves will still be there, but it shouldn't make new ones. Saplings (and other trees) were growing way too fast, and that is fixed now. Dwarves shouldn't raid caravans for hospital supplies anymore. The bug where placing your crutch in your bag caused you to have a phantom crutch should be fixed (and there were circumstances that caused that to happen in fort mode as well, and it happened with casts, splints and bandages as well). Sparring events shouldn't be reported as combat events now, although that's a more difficult problem now that combat moves are smeared out over time, so we'll keep an eye on it. Sadly, ghosts will no longer be able to realize dreams after they are dead. Theoretically, it would be fine if certain kinds of ghosts did it, but the overall code was problematic, so we'll have to revisit that later. Tools made from adamantine wafers use the proper number now (Quietust). I used proper yield etc. values for obsidian (UristDaVinci). Fixed up some density mistakes... proper agreement viewing button... lots of typos...
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# ? Jul 26, 2014 08:23 |
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:it is wonderful: :it is overdue:
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# ? Jul 26, 2014 08:29 |
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Sadly, ghosts will no longer be able to realize dreams after they are dead.
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# ? Jul 26, 2014 08:52 |
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deathrat posted:Got DFHack to compile for new version(0.40.04) "This is a masterwork post. It menaces with spikes of bugfixes." Is it wrong I'm going to use this to murder those loving Kea that are just hanging around my map, preventing more interesting creatures from showing up?
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# ? Jul 26, 2014 09:04 |
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Stonesense is now an overlay thing right? Can you designate mining and stuff with it?
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# ? Jul 26, 2014 11:58 |
Is there a good guide on how to build an adventure mode character? Just what kind of stats you need.
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# ? Jul 26, 2014 12:27 |
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cheesetriangles posted:Is there a good guide on how to build an adventure mode character? Just what kind of stats you need. For your typical demigod, this is what I like to run: High Strength High Agility High Toughness High Endurance High Recuperation High Disease Resistence Very Low Musicality (this is worthless) High Kinesthetic Sense (affects many skills involving movement) Average everything else. For reasonings why, check out this page for what attributes do. For your skills, you'll probably want Novice Reading and Adequate Swimming. Reading allows you to become a necromancer if you decide you want to. You don't need higher than Novice skill for this. Adequate swimming allows you to swim at all without drowning the second you get in the water. After that, toss your points wherever you like. Generally I focus a lot of points into my main weapon skill, and a moderate amount of points into my shield and a bit more than that in my generic armor skill. I think it's harder to train armor skills than it is to train the shield skill. Fighter trains pretty quickly, but it wouldn't hurt to start out with a chunk of points in there too. Probably about the same as your shield skill.
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# ? Jul 26, 2014 13:39 |
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# ? May 14, 2024 10:01 |
Shields aren't that essential, I don't think. Weapon skills also govern how good you are at parrying poo poo. Low Observer means you are easily caught off-guard and toppled by a sudden charge attack. Armor Wearer doesn't give you extra protection, but it makes you less encumbered by worn poo poo - speed is life. Wrestling also gets some extra mileage out of the now incredibly lethal strangulation.
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# ? Jul 26, 2014 13:50 |