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Author Topic: Future of the Fortress  (Read 158177 times)

Toady One

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Re: Future of the Fortress
« Reply #1950 on: August 14, 2007, 01:24:00 pm »

For export, you get a list of z layers and it tells you how many buildings and units are on each level and shows you the minimap so you have some clue about where you are.  You can then export any that you highlight, and those will be exported with their altitude number tacked on to the filename.  I don't know if somebody helped me get png export up yet.  It's possible somebody has.

The flooding slowdown was related to path connectivity updates, and that doesn't work the same way in the new one.  Starting a flood shouldn't slow it down as much in the new one, but I can't really give good FPS estimates until I sit down and test whatever I end up with right before the release.  Right now, dwarf mode seems a bit slower in the beginning, but as far as I know it might be faster than the current version with larger forts because I handled some storage issues and other speed problems.  I have no idea, because I haven't played a large fort yet.  Adventure mode has some serious speed problems in towns that I haven't sorted out yet, but nothing much is happening in the towns, so it must be something I can fix.

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Asehujiko

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Re: Future of the Fortress
« Reply #1951 on: August 14, 2007, 03:00:00 pm »

Will there also an option to set the export format to whatever the dfma uses? It's quite efficient.
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Sowelu

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Re: Future of the Fortress
« Reply #1952 on: August 14, 2007, 04:08:00 pm »

Re, underwater/flying pathing in 26 directions:

I'm concerned because players won't be able to move in 26 directions.  With any sensible input I can think of, you only get 10 (compass + up/down).

And I certainly don't want that monster to be able to cut corners if I can't...

I mean yeah, it makes sense to glide up/down at an angle if you're actually *flying* as opposed to levitating, but I can't really imagine anything that resembles a real flight sim here.  It's fine with me if the dragon flies over my head, then drops straight down out of the sky to attack me, instead of coasting down and picking me off.

Of course, if you actually do have a 26-direction interface that isn't horrifying, I'll be quite impressed!

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Another

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Re: Future of the Fortress
« Reply #1953 on: August 14, 2007, 04:30:00 pm »

I can suggest an interface to that 26 directions. IMHO it is possible to use num-pad for those 8 normal horizontal movements (nothing changes here) and use "Control" key + num-pad keys for "up+horizontal move" and "Alt" key + num-pad keys for "down+horizontal move". Simple "up" and "down" would be "Control"+"5" and "Alt"+"5". Summarily num-pad + 2 meta-keys give 26 directions + 1 "wait" direction.

Edit: Excuse me. I wasn't aware of that specialized control scheme  discussion thread as I usually check last page of this thread just after dev_next and before all other threads.

[ August 14, 2007: Message edited by: Another ]

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Lavastine

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Re: Future of the Fortress
« Reply #1954 on: August 14, 2007, 04:37:00 pm »

quote:
I can suggest an interface to that 26 directions. IMHO it is possible to use num-pad for those 8 normal horizontal movements (nothing changes here) and use "Control" key + num-pad keys for "up+horizontal move" and "Alt" key + num-pad keys for "down+horizontal move". Simple "up" and "down" would be "Control"+"5" and "Alt"+"5". Summarily num-pad + 2 meta-keys give 26 directions + 1 "wait" direction.

I was just gonna post this.

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Toady One

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Re: Future of the Fortress
« Reply #1955 on: August 14, 2007, 05:22:00 pm »

Most of the 26 directions talk is here here.

I haven't talked with SL about incorporating the compressor into the game itself.   I haven't used the dfma so I'm not sure how excruciating the process is for everybody.

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Shoe

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Re: Future of the Fortress
« Reply #1956 on: August 14, 2007, 07:58:00 pm »

My thoughts on a cave in system.

Keep the 7x7 area mechanic.

\Whenever a tile changes state from full to empty, have the tile above check if it has more than x buddy tiles directly adjacent in a 2d space(?). If it doesn't it begins to cave in.  2 or 3, I think.  

You could even get tricksy and make certain rock need more/less buddy tiles.

Blocks, for example, might get support in the 3d area to some extent.

Expand the role of supports. A regular support can prevent tiles directly below (hanging arms) and above from collapsing. You can give a tile a state, say "secured", that prevents caveins. You could also add a 'large' support that can support any tile in the adjacent 24-tile 3d area.  This would let players (with sufficient supports) build dome structures and the like.

I think keeping the collapse system simple for now would be a good idea... you could put mist over top and near collapsing tiles and spawn random rubble wherever you figure 'below' to be.  Just destroy everything that collapses. You could always plug in a fancier system later.

You might also want to create 'scaffolding' to let dwarves get at vertical construction projects.

Anyone spot any obvious flaws? I've thought it over a bit and I patched all the ones i spotted.

I apologize if I'm stealing/missing anything.. i haven't read quite the whole thread or all of the dev stuff         :(

[ August 14, 2007: Message edited by: Shoe ]

[ August 14, 2007: Message edited by: Shoe ]

In the hanging arms scenario, lets say it was a statue of stone only. The bottom of the arm would realize it had no support and insufficient neighbors, so they would mist and create rubble at the bottom.  Then the upper arm would lose its support, realize it has no support and insufficient neighbors, and poof. The shoulders may or may not poof, depending on their neighbors and variables.

To actually create a hanging arm you would have to use supports as part of the arms.  For visual purposes, it might be nice to later extend the system so you could re-wall supports as 'reinforced tiles' that looked like rock.  In such a system you would first construct a support skeleton and then rewall it.

[ August 14, 2007: Message edited by: Shoe ]

*edit*
After doing a little sketching, the weakness of the system i outlined seems to be that rock vertically diagonal to other rock wouldn't be support. For example, lets say you had a solid 3x3 block, and one tile on top in the center. If you hollowed out the center of the 3x3 tile, the tile on top/center would collapse, despite having a big ring of ring to theoretically rest on.   Perhaps a second check for vertically diagonal supports? Starting to get more complicated. eh.      :(

[ August 14, 2007: Message edited by: Shoe ]

Hmm, another hole.

Let's say you construct a line of blocks. If blocks required only 2 horizontal neighbors, they could theoretically extend out into infinity so long as you put supports on the end tiles.  And if you used 3 neighbors, you could extend a 2xinfinity line. Blah. If you required 4 neighbors, you couldn't do an infinity line, but other structures might not be stable enough.

You would have to implement a 1x7 or 2x7 check similar to the 7x7 check.

Blah. I'm deathspiraling, and noone has even disagreed with me yet.

Gonna back off for a bit and see if I can think up a more elegant solution to the infinite line and natural dome problems.

[ August 14, 2007: Message edited by: Shoe ]

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Xgamer4

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Re: Future of the Fortress
« Reply #1957 on: August 14, 2007, 09:05:00 pm »

An easy solution to the infinity problem is to not care about it. Currently it checks for a 7x7 area, but that doesn't stop me from building a 6xSideways-8 area and no one cares about that.
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Rictus

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Re: Future of the Fortress
« Reply #1958 on: August 15, 2007, 03:49:00 am »

quote:
Originally posted by Mayday:
<STRONG>

Where did my farm go?
Seeds are scattered all over,
Mayor just trashed my farm!
Now I lack enough coffins!
The cook just baked all my seeds.

Why is this dwarf sad?
He enjoyed starting a fight?
He has lost a pet?
Evil dwarf has killed his pet.
Accident has been arranged.

Oh no, a Fell Mood!
Bad dwarf just murdered another!
Hey, artifact chest!
Dwarf receives Hammering.
Noble gets a container.</STRONG>



Beautiful. Like a Perfect Blossom, but with dwarves  :D

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Deathworks

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Re: Future of the Fortress
« Reply #1959 on: August 15, 2007, 05:03:00 am »

Hi!

I am a relative newbie, but my impression was that the map archive was kind of widely accepted. So, from the user point of view, I think people would be likely to accept the compressor format used by the game itself.

At least I would be absolutely in favor of having the compressor supported by the game directly.

Deathworks

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Gaulgath

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Re: Future of the Fortress
« Reply #1960 on: August 15, 2007, 08:41:00 am »

quote:
I jumped off a cliff into the ocean, swam up to the surface and swam out into the sea. I haven't tried flying yet. After I do that, I'll handle the pond issues that remain.

So awesome.  :D

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cOMMUNISMISFANCY

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Re: Future of the Fortress
« Reply #1961 on: August 15, 2007, 09:39:00 am »

Toady, how are you going to handle projectiles coming from above or below?  Will it give a damage/accuracy bonus for firing down on someone, and the opposite for firing from below?  I am just picturing a galley above the main hallway that looks down for arrow-firing purposes.  It could be pretty nasty.  I wouldn't mind seeing really pissed off elves riding on griffins either, with bows of course.  They could hover one or two Z-values above the ground and really take care of your dwarves for cutting down those poor innocent trees.
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4bh0r53n

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Re: Future of the Fortress
« Reply #1962 on: August 15, 2007, 09:47:00 am »

the problem with incorporating the current map archiver is that it converts the picture from a bmp to the filetype used.
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Veroule

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Re: Future of the Fortress
« Reply #1963 on: August 15, 2007, 10:30:00 am »

Actually I think it would be very easy to output a compressed format similar to the how SL did it.  If I understand the format he is using correctly it is a array of unique tile images followed by a 2 dimensional array of indexes into the images.

Since DF already uses something like this for drawing (2d array of symbol and 2d array of colors), it should be rather easy to determine what the unique combinations are.  Then it is just a matter of outputting the same file format. I am sure he published the format somewhere.

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Jothki

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Re: Future of the Fortress
« Reply #1964 on: August 15, 2007, 10:55:00 am »

Right now, if you were to modify dwarves to be able to fly, would they be able to handle the pathing?
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