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Messages - Moogie

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1
That's the one! Sad to see it was shut down, but apparently they're making it singleplayer now? Is that still happening? Hard to tell what info is current.

2
There was an extremely laggy indie MMORPG where you started on a planet (randomly generated, I think?) and had to build up a colony with factories producing materials so that you could design and build your own spaceship and then go visit other planets to set up trading routes between them. Full PVP, from what I remember, and the planets had randomly generated creatures wandering around.

I can't for the life of me remember its name. Anyone remember what I'm referring to? It was crusty, low-budget 3D graphics, and the servers had horrendous lag that took them years to fix, if they ever did.

3
Neato, thanks!

4
Wondering if I still need to modify Dwarven blood so that vamps don't get slow after a while due to no alcohol.

Referring to this: http://www.bay12forums.com/smf/index.php?topic=141704

5
If you mess up with your waterworks, it'll be too late before you can even FIND your shutoff lever. Step carefully.

Psh, safety measures are for elves. ;)

6
It is a raised bridge. Definitely raised, I double-checked before uninstalling the lever. :)

Well, I'm not sure what the problem was, but after a lot of messing around (including attempts to delete the source tiles, which wouldn't work, even when I did 'source clear' to supposedly remove all sources from the map) I took a different approach and did a flood-delete with 'liquids' instead. Doing so showed me the river filling back up from the south, as expected. And also...

Spoiler (click to show/hide)

These two little guys that I hadn't spotted before.

So my best guess is this: The east segment was draining, but it was happening incredibly slowly due to two feeder waterfalls supplying replacement water.

I still can't remove their source tiles manually (does that plugin even work?) so I'm going to bridge over there and dam them up next winter, too.

Thanks for all the suggestions, guys! And here's a full-map view of the river, for those curious about its monstrous size.

Spoiler (click to show/hide)

7
A pink garnet statue of someone's dead corpse after they died of thirst.

I installed it in the hospital. You know, to boost morale.

8
Ok, well something else is wrong, then. The wall is built at z=-1 where the actual 7/7 water flows. It's been multiple years since I built the wall, so it's definitely not residual water from the channeling. I've moused over all around various tiles near the walls and it's all 7/7. Nothing is spilling over the top, either, though I do see occasional white splashes (I guess?) though there's nothing there when I try to 'k' on them.

It just acts as if the wall isn't even there. No redirected water, no little pockets getting drained or over-full. Just ignores it completely.

Any other suggestions? The river is definitely flowing from the south and draining at the opposite side of the map at the north/east.

9
DF Dwarf Mode Discussion / Damming a Major River: What am I doing wrong?
« on: August 09, 2017, 07:22:56 pm »
I've never tried this before. I've embarked at a nice juicy major river and I want to dam it so I have a dry canyon to build in. The river freezes in Winter, and I was able to build a wall near the river's mouth. But the river just kept on flowing in spring, regardless.

Spoiler (click to show/hide)

Is it because I used wood walls, or...?  I also used raising bridges at the map edge to bypass the whole 'too close to the edge' restriction.

Do I need to dismantle it and use floodgates instead? Also, the river is only 1z deep, but do I need to build walls on z=0 as well?

Thanks for any tips. :)

10
Omg. I didn't even realise it wasn't set to 'yes' already, I guess I just assumed PyLNP would have done that automatically when changing the graphics settings. But you know what they say about assumptions. :)

Thanks for the help, mifki. That solved the problem and now everything looks lovely. You're the best!

11
Certainly. I'll show how they look in both configurations. I'm using the PyLNP launcher to make these adjustments btw, if that helps at all with the troubleshooting.

So here is font = curses, graphics = phoebus:
Spoiler: screenshot (click to show/hide)
Spoiler: init.txt (click to show/hide)

And this one is font = phoebus and graphics = curses:
Spoiler: screenshot (click to show/hide)
Spoiler (click to show/hide)

Thank you for taking a look :)

12
Oh! You absolute star, whatever you did fixed the issue. It worked. Thank you so much! :D

13
[FONT:jolly9x12.png]
[FULLFONT:jolly9x12.png]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLFONT:curses_square_16x16.png]

It should be the other way round - FONT is set to text font (curses), and GRAPHICS_FONT set to tileset you like. Unless that was intentional and you want to use JollyBastion as the text font.

Yes I wanted to use JollyBastion's font and graphics, but also wanted to avoid the common "fullstop = box" etc issues that graphical tilesets often have. But I misunderstood what the tool was capable of and didn't realise what I was trying to do was impossible.

--

Ok, so I'm in a real confusion about how this works. Let's say I'm using Phoebus 16x16 for the graphics_font and Curses 16x16 for the font. I'm testing with Phoebus right now because it's a default that came with the pack and is presumably tested and should work.

So If I do that (graphics = Phoebus, font = Curses) all the graphics look like basic ASCII and the ground looks like periods.
Spoiler (click to show/hide)

But if I use Curses for the graphics_font and Phoebus for the font, I get the tileset graphics, but the alphabet suffers from square-box syndrome.
Spoiler (click to show/hide)

So... I'm sorry if I'm doing something very stupid, but I really don't understand what I'm doing wrong here. Could some kind soul please guide me on how to get the nice graphics of Phoebus, including the smooth non-period floors because they hurt my eyes, but have a full set of working letters/punctuation for the text?

14
(Win7 x64) Could not get this tool to work.

When attempting to load a locally installed font,

-on Firefox (54.0.1 x32): it does not detect the font, but does allow the image to be downloaded when you click the link (but you'll just get a default font, not the one specified).
-on IE (11.0.9600.18665): it detects the correct font, but when you click the download link the page just loads eternally and doesn't give you the file.

The font is called "SMW2: Yoshi's Island" and is utterly adorable. It's the font used for the JollyBastion tileset.

Thank you for creating this tool, but I am sad that it isn't working for me. :( I don't have Chrome.


15
Print mode is set to TWBT in the init.txt, yes. The only thing logged in the console is what you can see in the screenshot- just a generic error about an onLoad.init-example, which I assume is unrelated.

I will say that the tileset I am using is very old (JollyBastion) and not supported for this version of DF, but my understanding of TWBT is that it shouldn't matter, since the whole point of it is to fix this problem with tilesets replacing their letters with graphics.

My settings in the raw:

[FONT:jolly9x12.png]
[FULLFONT:jolly9x12.png]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLFONT:curses_square_16x16.png]

Does this look correct?

--------

Just coming back to say I figured out the problem, I think. So because the Jolly Bastion tileset has no seperate text-only version, that's why it can't find certain letters/punctuation that aren't graphical tiles. In order to fix that I would somehow need to create a seperate file that only has the Jolly Bastion alphabet. I tracked down the font (SMW2: Yoshi's Island) and tried using the Font Generator Tool, but I couldn't figure out how to get it to use the Yoshi font that I had downloaded and installed onto my system. Maybe I need to reboot before it works, so I'll try it again tomorrow.

Anyway, all that is to say TWBT is working properly, I think? Problem appears to be user error. Sorry to trouble you. :)

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