Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Recent development  (Read 986 times)

flap

  • Bay Watcher
    • View Profile
Recent development
« on: March 13, 2007, 05:24:00 am »

quote:
Status (03/12/07): Still have various small tasks left to do. Looking at creature groupings, rock types, swamp placement, adv mode sunlight and the merchant pathing, for instance. Then several other cliff-face ramifications and some site vs. seamless map loading issues. Then I can get to the mountain innards, which is basically the last thing I need to do before I'm back where I started. After that, I'll try to clean up the basic migrant/army code I was working on so that it works in the new system, and it'll be ready.

Really, just one or two tiny things !   :roll:

Well that looks promising.

[ March 13, 2007: Message edited by: flap ]

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Recent development
« Reply #1 on: March 13, 2007, 07:10:00 pm »

Indeed.  That list has 148 little things I need to check, and I wanted to do 22 of them yesterday.  The list contracted and grew over several hours of work, and at the end...  it was the same length.  But it's still progress.  There's only so much stuff there, and I'm dealing with it piece by piece.
Logged
The Toad, a Natural Resource:  Preserve yours today!

flap

  • Bay Watcher
    • View Profile
Re: Recent development
« Reply #2 on: March 16, 2007, 08:06:00 pm »

By looking the even more recent "recent development" I quite feel like the same month last year : A huge bunch of very exiting stuffs being prepared, a long month to wait befor viewing the results.

Ok, last year we didn't have any version of DF yet, and it might be that the scope of changes are slightly lower befor next release. Hmm. But are they really ?

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Recent development
« Reply #3 on: March 20, 2007, 04:07:00 am »

I don't know.  I certainly feel like I'm working (pretty much all day every day for the last many days), but since I'm doing rewrites to a great extent, it doesn't move forward as fast.  Definitely brimming with potential though.  I feel like I can extend and change the map concepts much more easily now.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Zengief

  • Bay Watcher
    • View Profile
Re: Recent development
« Reply #4 on: April 09, 2007, 11:28:00 am »

It seems like it has been a while since a release.  In fact, it has.  I have been watching the developements page with anticipation.
What sort of things remain in your path before you can release a new version for us to chew on?
Logged

4bh0r53n

  • Bay Watcher
    • View Profile
    • http://www.phpbber.com/phpbb/index.php?c=1&mforum=abhorsengames
Re: Recent development
« Reply #5 on: April 09, 2007, 02:34:00 pm »

look at the future of the fortress forum thing
Logged
.B.H.O.R.S.E.N.: Abhorrent, Bloodthirsty, Hitchhiker-Obliterating Ravager from the Sunless Enchanted Necropolis

I dont explode Cats, its way to hard to coax them into the microwave...

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Recent development
« Reply #6 on: April 10, 2007, 03:21:00 am »

I've also tacked some stuff to the bottom of this.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Anticheese

  • Bay Watcher
    • View Profile
Re: Recent development
« Reply #7 on: April 10, 2007, 04:35:00 am »

Brilliant! I love the movies.

Looking at the new and improved maps..I take it that they will be based off the position of the fortress on the mountain range?

Logged
Why not join us on IRC? irc.newnet.net #bay12games

Slartibartfast

  • Bay Watcher
  • Menaces with spikes of Tin
    • View Profile
Re: Recent development
« Reply #8 on: April 10, 2007, 04:36:00 am »

quote:
Originally posted by Toady One:
<STRONG>I've also tacked some stuff to the bottom of this.</STRONG>

Looking at the movies you posted, I have to say that you got the pressure thing wrong. Considering that the numbers (presumably) indicate the amount of water in that tile, or how "water filled" it is, you have made a little mistake. In order for water to be able to flow up a staircase, it would first have to fill up the entire tile in order for the tile to be filled all the way to the top so water can reach the upper floor. So a 7 it a prerequisite for water flowing up.

Logged
But what do I know?
Everything I say should be taken with atleast 1 tsp. of salt, and another liter of Dwarven Wine is recommended.

"I thought it was the size of the others!" said Vanon. "I guess it was just standing further away!"

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Recent development
« Reply #9 on: April 10, 2007, 04:36:00 am »

Yeah, that's just the same loaded portion of the one continuous world map that the adventurer walks through now.  You could potentially take any 480x480 square and start a fortress there (as I did in that second ocean movie), although this is not currently supported in the pre-embark screen.

edit:  The tiles should be filled before it goes up (since it considers that square first before going up).  I'm not sure which part of the movie you are talking about, but I'll look for it.

[ April 10, 2007: Message edited by: Toady One ]

edit:  I don't see it.  The first part of the movie is water flowing down stairs.  Then it fills up the basement to 7s.  Then it starts going up the 7s.

[ April 10, 2007: Message edited by: Toady One ]

Logged
The Toad, a Natural Resource:  Preserve yours today!

Slartibartfast

  • Bay Watcher
  • Menaces with spikes of Tin
    • View Profile
Re: Recent development
« Reply #10 on: April 10, 2007, 06:22:00 am »

quote:
Originally posted by Toady One:
<STRONG>edit:  I don't see it.  The first part of the movie is water flowing down stairs.  Then it fills up the basement to 7s.  Then it starts going up the 7s.

[ April 10, 2007: Message edited by: Toady One ]</STRONG>



There was a part where you could see a lower section was just filled up to 7 and then when you go up, the upper section is already in the fours.

Maybe its just me? I'll go and see the movie again.


EDIT - either I'm misinterperting the movie, or you can see it clrearly that fluid goes up even when it isn't filled to 7.

Seeing the movie, I think you didn't understand what I mean (assuming I interperted the movie right :X), what I said was that if water isn't up to 7 in floor -2, then water shouldn't be popping up in floor -1. In the movie however, which is why I think you didn't understand what I meant, you can see that water doesn't flow up from floor -2 to floor -1 until the water on floor -1 on the other side are up to 7.

My assumption while viewing the movie is that you can see only one floor at a time, and that the colored squares on the right indicate the number of the floor you are currently viewing, if this is so then things are as I say, otherwise, I misinterperted.

[ April 10, 2007: Message edited by: Slartibartfast ]

Logged
But what do I know?
Everything I say should be taken with atleast 1 tsp. of salt, and another liter of Dwarven Wine is recommended.

"I thought it was the size of the others!" said Vanon. "I guess it was just standing further away!"

Zengief

  • Bay Watcher
    • View Profile
Re: Recent development
« Reply #11 on: April 10, 2007, 10:03:00 am »

Wow, I just finished watching some of those movies.  Very Impressive.  This is going to be a whole new game on the next release I can see already.  The question I have is how do you do the flow with regards to stair cases and ramps?  In the drain movie the water did not seem to fill the bottom level fast enough. (I realize the dwarfs were superspeed).  Are you making sure to move at least one unit of water down the stair case every tick (unless it is up to 7 where it could then flow back up the stair case)?  Is there a difference between how ramps and how stairs flow water?
Also was it possible to record a movie with your little 3-D toy or did that break it?

Very cool, I look forward to the next release.

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Recent development
« Reply #12 on: April 10, 2007, 01:16:00 pm »

S, all the fluid that is going up is going up on the left side, from 7s.  The fluid on the right is being filled *from above* by the river, never from the bottom.  There is no water popping up illegally, that water is coming from above.  Left sides always fill from below after the bottom has filled with 7s.  The camera view goes down at first, and I only scroll back up when the lowest floor is completely filled with 7s.  Then the right side fills from above until it is 7s, and at that point the pressure model kicks in, and fills that floor on the left side from below, through 7s.  Now, your edit changes focus halfway through to fluid *not* flowing up the other side until the water at floor -1 is up to 7s.  That is a different issue than filling up from squares that aren't 7.  It is true that the model does not attempt to equalize if there is a height disparity of only one z-level.  This is a limitation that comes from processor speed, given the way I'm doing it, but it doesn't have anything to do with illegal fills from below.

edit: If the issue is that there is any water on the right side floor -1 at all while the bottom is still filling up, that's because the water doesn't flow infinitely fast.  The upper level of a river can still have deep water even if it ends in a waterfall.

Staircases and ramps are just treated as holes.  People complain about the fluid speed a lot -- this is due to both the processor load if I made it go faster, and the random nature of its movement.  I'm fine with the speed the way it is.  Water always falls down when it can.

The 3-D view is not currently recorded by the movies, but it contains less information than the ASCII frame so it's not a problem.  Just another thing on to-do.

[ April 10, 2007: Message edited by: Toady One ]

Logged
The Toad, a Natural Resource:  Preserve yours today!

Slartibartfast

  • Bay Watcher
  • Menaces with spikes of Tin
    • View Profile
Re: Recent development
« Reply #13 on: April 11, 2007, 04:12:00 am »

Oh, I see it now. Turns out I was confused because of the new z axis. What I saw was water filling up the floor -2, and then once it was full, the source of the water going into floor -2, which is a room at -1, filling up as well,  and after the source at -1 completely filled, the "pressure exit" of water to -1 took place. What I thought mistakenly is that the source is actually the "pressure exit", which is why I thought there was a mistake.
Actually this brings about a suggestion on my part, how about being able to color stairs/ramps/other Z related devices in different colors so that for example if there are two stairways going down from the current floor, one would be blue and the other red, and on the lower floor, the stairs that correspond to the blue stairs above would also be blue and the stairs that correspond to the red stairs above would also be red, this user-defined cosmetic interface change would allow distinguishing which stairs connect to where on other floors much easier.
Logged
But what do I know?
Everything I say should be taken with atleast 1 tsp. of salt, and another liter of Dwarven Wine is recommended.

"I thought it was the size of the others!" said Vanon. "I guess it was just standing further away!"

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Recent development
« Reply #14 on: April 11, 2007, 04:21:00 am »

He he, yeah, any interface suggestions that people think would make life easier for them are certainly welcome.  There's a lot of confusion potential here, especially since the display is limited to one slice at a time.  Of course, it's actually in OpenGL, so it could lift and rotate slices and all that, and print several layers at a time isometrically after it rotates them, and connect the stairs with lines, and have like, a keyframe animated 3D model helper dog that tells you where things are.  But until then, little things like color-coding will probably help.  Like being able to label levers.
Logged
The Toad, a Natural Resource:  Preserve yours today!
Pages: [1] 2