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Author Topic: Rendemax Fortress, Redux  (Read 5187 times)

ThaMuzz

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Rendemax Fortress, Redux
« on: December 30, 2013, 09:14:07 pm »

The first died to a bug.  Here is the second take.

To start things off, the forgeworks, before engraving or light sources.
Purtyful purtyful lava!

Spoiler: "Forgeworks, Initial" (click to show/hide)
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Meph

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Re: Rendemax Fortress, Redux
« Reply #1 on: December 30, 2013, 09:16:41 pm »

Do you have any suggestions on how to improve the usage of rendermax? Anything on your wishlist, like different buildings, colors, more light, temporary light, changing light colors... you are the person with the most practical experience with your forts. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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ThaMuzz

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Re: Rendemax Fortress, Redux
« Reply #2 on: December 30, 2013, 09:18:37 pm »

Will start thinking about that. 

First thoughts:
- Give magic altars colors corresponding to discipline, with dark purple for dark altar. 
- Green glow for warpstone lab.
- Possibly different colors based on gems of light base material?  That one is iffy.  Some way to expand color selection.
- Larger buildings, like Guildhall cannot be fully illuminated even if you surround them with lightsources.  You can check my mage guild in the last rendermax fort for an example.

Meanwhile, galena veins sure are shiny!
Spoiler: "Galena is shiny!" (click to show/hide)
« Last Edit: December 30, 2013, 09:24:22 pm by ThaMuzz »
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Meph

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Re: Rendemax Fortress, Redux
« Reply #3 on: December 30, 2013, 09:22:57 pm »

They way the script works atm is that the top left corner of the workshop glows, nothing else. It looks very odd, so I never added any light to bigger buildings.
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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: Rendemax Fortress, Redux
« Reply #4 on: December 30, 2013, 09:25:13 pm »

They way the script works atm is that the top left corner of the workshop glows, nothing else. It looks very odd, so I never added any light to bigger buildings.

Eeenteresting... had not noticed that, but looking at my chandleries, I can see it now.

Actually, I might turn down the brightness on galena for this fortress.  It is slightly overwhelming in the residential district.  I am giving everyone a fireplace, and the galena drowns it out.
« Last Edit: December 30, 2013, 09:30:47 pm by ThaMuzz »
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ThaMuzz

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Re: Rendemax Fortress, Redux
« Reply #5 on: December 30, 2013, 10:18:12 pm »

Having taken a look at the LUA file, it looks like making changes is pretty straight forward.  At some point I might mess with some of the values and post comparisons.
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razorback

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Re: Rendemax Fortress, Redux
« Reply #6 on: December 31, 2013, 07:11:45 am »

i know its still not possible, but i would really like if rendermax would have impact on gameplay:
reducing cave adaption by placing proper lightning / going blind when beeing to long in dark caves

apart from that,
how about underground areas being slightly darker than just the night - would add a little bit more contrast

also, i don't really like those shiny ores... if necessary: much less glowing and/or just mystical things like warpstone, armok gems or relics beeing really bringt
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ThaMuzz

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Re: Rendemax Fortress, Redux
« Reply #7 on: December 31, 2013, 09:10:14 am »

i know its still not possible, but i would really like if rendermax would have impact on gameplay:
reducing cave adaption by placing proper lightning / going blind when beeing to long in dark caves

apart from that,
how about underground areas being slightly darker than just the night - would add a little bit more contrast

also, i don't really like those shiny ores... if necessary: much less glowing and/or just mystical things like warpstone, armok gems or relics beeing really bringt

Those changes are probably the province of the actual Rendermax thread.  Meph was offering to tweak/add values to the rendermax.lua file, but that is actually pretty easy so I think I will handle it myself.
While I won't have much time for it tonight, I think I will post some contrast screenshots with varying levels of brightness on the ore veins in my living quarters.
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Meph

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Re: Rendemax Fortress, Redux
« Reply #8 on: December 31, 2013, 04:25:52 pm »

Just wanted to let you guys know that the new Rendermax supports creatures and items as well. Glowing swords, fireflies, creating a item-fire in a fireplace that withers away after a month.. all possible now.
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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 :::
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ThaMuzz

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Re: Rendemax Fortress, Redux
« Reply #9 on: January 01, 2014, 10:55:15 am »

Huh... that is pretty cool.

Posting some comparisons of various ore vein brightness levels, compared to fireplaces and braziers.
I actually noticed the deep dragon skin and blood dragons are light sources while tweaking these values.

Oh yeah, and I used changevein after the first screenshot to get rid of the red walls.  They kind of hurt my eyes.

Spoiler: "Galena Veins Off" (click to show/hide)
« Last Edit: January 01, 2014, 11:08:39 am by ThaMuzz »
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ThaMuzz

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Re: Rendemax Fortress, Redux
« Reply #10 on: January 01, 2014, 07:49:33 pm »

Observation:  Sticking 10 magmalings in a chamber with steel grate floors and triggering them to spawn magma can flood most of a cavern layer and melt through several of the steel floor bars.
Observation:  Magma with less than 3 fluid depth only gives off light on the next z level up.
Observation:  This is all overkill when it comes to executing undesirables.

Observation:  Need more magmalings.
Observation:  Need new wells.

Do magmalings produce magma if they are in cages?
« Last Edit: January 01, 2014, 08:01:52 pm by ThaMuzz »
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ThaMuzz

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Re: Rendemax Fortress, Redux
« Reply #11 on: January 02, 2014, 12:25:01 pm »

So, experimentation with Magmalings and Waterlings continues.
Part of the ultimate plane for the Rendermax Fortress is to have it be rising from a lake of lava, with a lake of water inside its walls.
Part one is to mine out the above ground lake and build the pyramid in it (I actually do these steps side by side).  In previous fortresses, I would have build 4 or so pump stacks reaching into the magma sea and a few more connecting to cavern seas.  These pump stacks would reach to z-1, then there would be channels that would transport the magma back down to z-5, allowing the pressurized magma/water to fill their respective areas.  This ground fps to about 1 a minute, and takes ~1-2 weeks of me running the fort on nopause while I go to work.  dfhack liquids can speed the process up, of course.

I think magmalings could provide an alternative to this.  However, there is the issue of the magmalings/waterlings.  The durn things are propelled around by the fluid pressure they generate.  They can even be propelled through obstructions like vertical steel bars (found that out while filling in the lava for my forgeworks).  This could cause problems.  In my execution chamber/obsidian farm, I found that while horizontal steel bars on the floor can allow them to deploy magma quickly and efficiently, if you get enough of them on one square, they can melt right through.  Also, for some reasons magmaling breeders will transmute back to changlings sometimes.

One plan would be to incorporate magmaling chambers on the outside of the towers that will support the access bridges.  However, this would be unsightly.

Any suggestions on how to handle these slippery little buggers?

Edit: Will include some screenies of the obsidian farms in action after work.  They are not as impressive as they might sound, sadly, due to magma not giving off light when depth is to shallow.
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Meph

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Re: Rendemax Fortress, Redux
« Reply #12 on: January 02, 2014, 12:28:41 pm »

I never managed to make them stand still. They are actually not pushed by pressure, but instead they dodge away from the liquid. I even made them immobile to avoid that, but even immobile creatures can dodge.  ::)

But it adds a bit of danger and randomness. Wouldnt be fun without it.
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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: Rendemax Fortress, Redux
« Reply #13 on: January 02, 2014, 12:40:14 pm »

I never managed to make them stand still. They are actually not pushed by pressure, but instead they dodge away from the liquid. I even made them immobile to avoid that, but even immobile creatures can dodge.  ::)

But it adds a bit of danger and randomness. Wouldnt be fun without it.

Would a chain keep them from dodging away from it?
Do they produce magma if they are in a cage?
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Meph

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Re: Rendemax Fortress, Redux
« Reply #14 on: January 02, 2014, 12:47:06 pm »

Cage should be perfectly fine.

OMG. Magmaproof cage + Magmaling + Invaders = Most Epic Magmalandmine.
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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 :::
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