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Author Topic: Rendermax Fortress, WIP  (Read 4545 times)

Meph

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Re: Rendermax Fortress, WIP
« Reply #15 on: December 16, 2013, 08:45:34 pm »

And here I thought that <50FPS would be time consuming and not worth the wait...  ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #16 on: December 16, 2013, 09:04:35 pm »

Heh.  Having a large population helps get things done.  I've got over 20 each of glassmakers, masons and miners.

This is the main access floor.  First floor below the soil layer.  Contains the bridges that connect the central column to the outer stairwells.
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #17 on: December 16, 2013, 11:21:47 pm »

The Guild Halls
Spoiler: "Guildhalls" (click to show/hide)
« Last Edit: December 16, 2013, 11:24:52 pm by ThaMuzz »
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #18 on: December 16, 2013, 11:30:59 pm »

Spoiler: "Noble Tombs" (click to show/hide)
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Urist McTeellox

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Re: Rendermax Fortress, WIP
« Reply #19 on: December 17, 2013, 06:34:24 pm »

OMG, dat graveyard!

How many years old is your fort? It seems incredible!
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #20 on: December 17, 2013, 07:05:44 pm »

11 years.  And you've only seen a fraction of the graveyard.
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #21 on: December 17, 2013, 07:34:20 pm »

The rest of the graveyard, pre rendermax

The stockpile south of the temple contains my artifacts.

I abuse the hell out of the planning feature.

Spoiler: "Graveyard" (click to show/hide)
Spoiler: "Graveyard" (click to show/hide)
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #22 on: December 18, 2013, 11:25:51 am »

My turrets are currently busy being trained.  There will be 15 bullet, 3 slade and 3 web covering the Colosseum.
I do not play fair with my toys.  Also, good source of silk.
Spoiler: "Commercial District" (click to show/hide)
« Last Edit: December 18, 2013, 11:36:10 am by ThaMuzz »
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Meph

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Re: Rendermax Fortress, WIP
« Reply #23 on: December 18, 2013, 11:42:53 am »

Your fort is insane. I think its the best I have seen with the mod, period.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #24 on: December 18, 2013, 11:52:26 am »

Your fort is insane. I think its the best I have seen with the mod, period.

Thanks!
Funnily enough, this would all normally be prep work.  Once the central shaft is fully excavated, work on the megaproject can begin.  Think I am going to use fireplaces/statues outside instead of braziers/candelabras.

Speaking of the central shaft, here is a comparison of the light given off by gold walls and candelbras.  These were taken at night, so that the natural light wouldn't get in the way.
Waiting for day in my fort so I can give some comparisons of lightsources vs. light filtered through glass floors.
Spoiler: "Gold Walls" (click to show/hide)
Spoiler: "Normal Walls" (click to show/hide)
« Last Edit: December 18, 2013, 11:56:07 am by ThaMuzz »
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #25 on: December 18, 2013, 11:54:48 am »

One minor thing that hasn't really been visible in the screenshots I've been making has been the effect that clear glass (doors, windows, ceilings) has on light.  Crystal glass does not appear to do the same.  Have not really tested green glass, because seriously, who uses green glass for windows or constructions  8).
Spoiler: "Clear Glass Doors" (click to show/hide)
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #26 on: December 18, 2013, 01:38:30 pm »

The stairwell on the left side oft the screen is under 4 layers of glass ceiling.


And the floor of the central shaft

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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #27 on: December 18, 2013, 09:01:54 pm »

I've suffered a setback with this fortress.  It keeps crashing near the end of summer.  I am reverting to an earlier save in the hopes that the fortress can be saved.
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Meph

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Re: Rendermax Fortress, WIP
« Reply #28 on: December 19, 2013, 01:55:04 am »

A repeatable crash at the same time? I did fix all of those that have been reported, but sometimes there is a vanilla crash, when dwarves use a minecart that is in use twice. Any minecarts around? (If no, please upload a save, maybe I can find the source... although I dont have high hopes for FPS on this machine ^^)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #29 on: December 19, 2013, 09:32:50 pm »

« Last Edit: December 19, 2013, 10:48:45 pm by ThaMuzz »
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