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Author Topic: How the outside world sees us  (Read 29967 times)

NW_Kohaku

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Re: How the outside world sees us
« Reply #75 on: April 06, 2016, 04:57:01 pm »

So, anyone got any ideas how to represent the totally random playable races threatened by the mythgen update set at 'fantasy on maximum' with a graphical tileset?

DF Hack will find a way!

But seriously, it depends somewhat on how Toady codes it, but I suspect there will be some way for tiles of procedural creatures to be changed or referenced, if only by going into the raws of the world's savefile, and then changing graphics files to assign individual races to different pre-existing graphics. 

I.E. if there are no goblins, but a creature that behaves enough like one, you could just assign that creature to the goblin graphics.

If modders just make enough different sets to handle a sufficiently wide enough variety, it should be fairly possible.  (And a Lazy Newb Pack script with DF Hack might just auto-assign those graphics packs for players, as well...)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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"Not yet"

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Dirst

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Re: How the outside world sees us
« Reply #76 on: April 06, 2016, 09:08:02 pm »

So, anyone got any ideas how to represent the totally random playable races threatened by the mythgen update set at 'fantasy on maximum' with a graphical tileset?

DF Hack will find a way!

But seriously, it depends somewhat on how Toady codes it, but I suspect there will be some way for tiles of procedural creatures to be changed or referenced, if only by going into the raws of the world's savefile, and then changing graphics files to assign individual races to different pre-existing graphics. 

I.E. if there are no goblins, but a creature that behaves enough like one, you could just assign that creature to the goblin graphics.

If modders just make enough different sets to handle a sufficiently wide enough variety, it should be fairly possible.  (And a Lazy Newb Pack script with DF Hack might just auto-assign those graphics packs for players, as well...)
Remember, there are no creature graphics at all in vanilla.  If a random race is called a kyji, it will have a k or a K as its tile and be colored according to profession.  At least until the far-future graphics rewrite.

Picking graphics will be entirely a modding exercise, and NW's idea of picking something based on a scan of the raws is about the most workable solution.  The only other one I can think of is to present the player with summaries and ask him/her to choose the closest image.
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NW_Kohaku

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Re: How the outside world sees us
« Reply #77 on: April 06, 2016, 09:18:39 pm »

Remember, there are no creature graphics at all in vanilla.  If a random race is called a kyji, it will have a k or a K as its tile and be colored according to profession.  At least until the far-future graphics rewrite.

Picking graphics will be entirely a modding exercise, and NW's idea of picking something based on a scan of the raws is about the most workable solution.  The only other one I can think of is to present the player with summaries and ask him/her to choose the closest image.

Keep in mind that what tiles represent rails into the inits was also something that existed solely for modding, but Toady did so because he wants to make modding more accessible. For that matter, having graphics support at all is a nod towards modding.

If Toady is making creatures that break graphics, it makes sense that he would simultaneously add something that repairs the functionality he's breaking.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Dirst

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Re: How the outside world sees us
« Reply #78 on: April 06, 2016, 09:26:14 pm »

For that matter, having graphics support at all is a nod towards modding.
I wasn't clear about that, it's very existence means that Toady supports modding beyond just having raw files.  But every time graphics for vanilla comes up, it is some variation on "we're not artists."

So, does industrial-strength thread derailment figure into how the outside world sees us? ;)
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(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Random_Dragon

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Re: How the outside world sees us
« Reply #79 on: April 06, 2016, 10:36:43 pm »

So, does industrial-strength thread derailment figure into how the outside world sees us? ;)

It means we're very distracted by shiny things?

Also, generated monsters. We already have instances of stuff that basic, no-frills tilesets cannot cope with, so I can see the impending update adding more stuff tilesets won't be able to handle easily.
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NW_Kohaku

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Re: How the outside world sees us
« Reply #80 on: April 07, 2016, 01:28:23 am »

For that matter, having graphics support at all is a nod towards modding.
I wasn't clear about that, it's very existence means that Toady supports modding beyond just having raw files.  But every time graphics for vanilla comes up, it is some variation on "we're not artists."

So, does industrial-strength thread derailment figure into how the outside world sees us? ;)

FINE! Here, have a specific thread for it Mr. Don't Derail The Thread-ypants!
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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Shonai_Dweller

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Re: How the outside world sees us
« Reply #81 on: April 07, 2016, 06:12:07 am »

So, anyone got any ideas how to represent the totally random playable races threatened by the mythgen update set at 'fantasy on maximum' with a graphical tileset?

DF Hack will find a way!

But seriously, it depends somewhat on how Toady codes it, but I suspect there will be some way for tiles of procedural creatures to be changed or referenced, if only by going into the raws of the world's savefile, and then changing graphics files to assign individual races to different pre-existing graphics. 

I.E. if there are no goblins, but a creature that behaves enough like one, you could just assign that creature to the goblin graphics.

If modders just make enough different sets to handle a sufficiently wide enough variety, it should be fairly possible.  (And a Lazy Newb Pack script with DF Hack might just auto-assign those graphics packs for players, as well...)
Remember, there are no creature graphics at all in vanilla.  If a random race is called a kyji, it will have a k or a K as its tile and be colored according to profession.  At least until the far-future graphics rewrite.

Picking graphics will be entirely a modding exercise, and NW's idea of picking something based on a scan of the raws is about the most workable solution.  The only other one I can think of is to present the player with summaries and ask him/her to choose the closest image.
Ah, but what tile will Fortress mode pick for 'slug type beings clouded in darkness who never smile' if they become the playable race? Smiley dwarf face or 's'?
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Dirst

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Re: How the outside world sees us
« Reply #82 on: April 07, 2016, 09:49:39 am »

Ah, but what tile will Fortress mode pick for 'slug type beings clouded in darkness who never smile' if they become the playable race? Smiley dwarf face or 's'?
Off the rails, over the cliff, and I can hear my GPS's irritating voice saying "Recalculating route."

Okay, fine... dwarves have that symbol defined in their creature raws.  It doesn't matter if they are a playable race or not.  Vanilla would just give them a letter based on their randomly generated name.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Sponge

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Re: How the outside world sees us
« Reply #83 on: May 24, 2016, 05:28:34 pm »

 My friends think i'm either programming or hacking.
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pisskop

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Re: How the outside world sees us
« Reply #84 on: May 24, 2016, 05:33:18 pm »

Spoiler (click to show/hide)


That is not what DF looks like.  And is clearly what hacking looks like  :igmeou:
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TheFlame52

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Re: How the outside world sees us
« Reply #85 on: May 24, 2016, 05:42:24 pm »

In speech class, I gave a presentation on DF. The class loved it, the teacher was horrified. Several of the guys wanted to know more, but the forum is blocked at school.

Isaacc7

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Re: How the outside world sees us
« Reply #86 on: May 25, 2016, 11:46:25 am »

I got some serious geek points from my 9 year old nephew. He was describing his latest Minecraft creation in great depth when I told him that I play DF. He scrunched his nose and said, "Oh, that's hard!"

Turns out he had heard of DF by reading about the guy that made Minecraft and his influences. So yeah, there is at least a small subset of people that appreciate the game lol.
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Dame de la Licorne

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Re: How the outside world sees us
« Reply #87 on: May 26, 2016, 04:56:12 pm »

Hi!

Let me put it this way:  Recently I and several of my friends were hanging out.  I open up my computer to start up my fort (at 15 FPS, it's more babysitting than anything else), and the only one present who could be considered a gamer said "Oh, you're a hard core Dwarf Fortress fan" when he heard the music.  Ummm....no I'm not.  I just like building things and testing out fortress designs to figure out which ones work for what.

The others went: "Pretty music."  Then half a minute later, "That makes my head hurt" and "That's supposed to be game?" (I use ASCII, it feeds my imagination.)

-Dame de la Licorne
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pisskop

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Re: How the outside world sees us
« Reply #88 on: May 26, 2016, 04:57:46 pm »

15 fps is perfectly playable.

Especially if you have internet or studies to do.  You can cook or whatever.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Dame de la Licorne

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Re: How the outside world sees us
« Reply #89 on: May 26, 2016, 05:00:10 pm »

15 fps is perfectly playable.

I know, I've played forts down to 4-5 FPS.

-Dame de la Licorne
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If software was real world, then it'd be something equivalent of hitting a nail with a hammer and having a building collapse on the other side of town.

Don't worry people, sometimes -moments occur
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