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Author Topic: Dwarf Fortress 0.31.01 Released  (Read 123127 times)

Hippoman

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Re: Dwarf Fortress 0.31.01 Released
« Reply #345 on: April 03, 2010, 09:47:56 pm »

FUCK. THAT SOUNDS SO AWESOME. WHY DID MY COMPUTER DIE?!?!?!?!?!
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Khym Chanur

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Re: Dwarf Fortress 0.31.01 Released
« Reply #346 on: April 03, 2010, 11:13:28 pm »

Since it seems questions to Toady are supposed to be directed here:

There appears to be no material template for ordinary water/ice/steam.  Do the properties of water need to be hard-coded for some reason, or did you simply see no reason to export it to the raws?
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Footkerchief

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Re: Dwarf Fortress 0.31.01 Released
« Reply #347 on: April 03, 2010, 11:30:32 pm »

Since it seems questions to Toady are supposed to be directed here:

There appears to be no material template for ordinary water/ice/steam.  Do the properties of water need to be hard-coded for some reason, or did you simply see no reason to export it to the raws?

This was addressed in the List thread:

Quote from: Toady One
Quote from: Footkerchief
So anyway, a next-version related question: will all of the oddball materials like glass, charcoal, potash, and of course water (the kind that gets carried in waterskins, not the flowing kind) be moved out into the raws too?

They aren't there yet, though they have their own material definitions just sitting off in the code now, so loading that from a file instead wouldn't be very hard to add at some point in the future.  The main reason I didn't raw them this time around is the materials for liquids as a flow on the map (water/magma), since those don't currently interact with their material definitions and there are some things to think about there.
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savanik

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Re: Dwarf Fortress 0.31.01 Released
« Reply #348 on: April 04, 2010, 01:15:22 am »

So a general 'oops' moment for all of you aspiring megalomaniacs...

You can dig down now and find massive caverns on pretty much every map, possibly with a underground sea or river, and even a magma lake or three...

Planning to flood the underground caverns to conquer them using an aquifier or stream is, in fact, a brilliant idea! The sight must be beautiful from down there - mist coming off from the waterfalls down the 2x2 stairwell, cascading off the cavern levels and into the lakes. Only when they realize that IT'S NOT STOPPING will they begin to panic... and by then, it will be too late!

But ....

Your framerate will cry. TRUST ME. I've got a beefy machine that normally cruises along at 200 FPS (even now) and currently is sitting here whimpering along at 10 FPS when I dug a channel from the stream to the massive, massive stairway down into the caverns.

But in closing, all I can really say is... troglodytes? I HOPE YOU CAN SWIM.

Sav
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Sean Mirrsen

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Re: Dwarf Fortress 0.31.01 Released
« Reply #349 on: April 04, 2010, 01:30:57 am »

Odd. My wimpy machine that's been running my first fort at 40 fps from the start (the second somehow runs at 100..), didn't so much as flinch when I rerouted the waters of an underground lake onto the heads of zombie serpentmen a few dozen levels below. I dropped to 30 after some migrants arrived, but no horrendous slowdowns due to flows.
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savanik

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Re: Dwarf Fortress 0.31.01 Released
« Reply #350 on: April 04, 2010, 02:09:04 am »

Odd. My wimpy machine that's been running my first fort at 40 fps from the start (the second somehow runs at 100..), didn't so much as flinch when I rerouted the waters of an underground lake onto the heads of zombie serpentmen a few dozen levels below. I dropped to 30 after some migrants arrived, but no horrendous slowdowns due to flows.

Yeah, I'm going from Z-level 0 down to 13 where there's an underground lake, and I holed the lake earlier which cascades to 25, where there's a spill-off into a cavern from 26-27, and on 27 there was another lake I dug sideways to dig a secondary tunnel to and drill down further, but the water spill from 25 is also feeding into 27's lake now, which runs to 33's cavern, which has various ramps and spillways naturally that feed down to 37. Oh, and my main tunnel also still runs down from 27 down to the magma sea on 43.

It's a fairly complex flow. It didn't REALLY bog down until I dropped the stream from 0 to 13, though. I suspect the cascades had something to do with it.

Sav
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Osmosis Jones

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Re: Dwarf Fortress 0.31.01 Released
« Reply #351 on: April 04, 2010, 02:14:50 am »

Hey guys, if the game is a little slow, don't forget Baughn's accelerator. It's only a stopgap, but it helps.
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Acanthus117

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Re: Dwarf Fortress 0.31.01 Released
« Reply #352 on: April 04, 2010, 02:15:04 am »

I found this oddity in Arena mode. If you make a rock block in midair, it doesn't fall! It just floats there like a skyship or something. But, if you encase a creature in midair, you'll get the whole "A section of the cavern has collapsed!" message, complete with dust. I had wanted to bombard a kobold army with blocks, but then I had to spawn more creatures to turn into bombs.
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Rooster

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Re: Dwarf Fortress 0.31.01 Released
« Reply #353 on: April 04, 2010, 04:39:00 am »

Holy crap what just happened?!
And I'm not talking about the game, but the layout of the site.
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Urist McDepravity

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Re: Dwarf Fortress 0.31.01 Released
« Reply #354 on: April 04, 2010, 05:02:16 am »

But in closing, all I can really say is... troglodytes? I HOPE YOU CAN SWIM.
Actually, this is not going to work. Most of caverns are connected to open edges, same for some lakes. So water will just go off map.
MAGMA IS THE TRUE ANSWER!
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Azkanan

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Re: Dwarf Fortress 0.31.01 Released
« Reply #355 on: April 04, 2010, 08:22:56 am »

I have a problem... I'm unable to play as a Dwarf!

Not literally, but, I grow weary of digging tunnels and all that... It's just so easy, even in 2010.
Meanwhile, above-ground villages keep me enthralled for decades. If I can reach decades at this speed :P

I'm about to start an above-ground village on the smallest possible play-zone (Is it 2x2?). Wish me luck.
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ToonyMan

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Re: Dwarf Fortress 0.31.01 Released
« Reply #356 on: April 04, 2010, 08:26:18 am »

I'm in a large world with a 4x4 embarking space.
I just reached my first Autumn and have 12 dwarves now.
I have also breached the underground.

My frame rate has only dropped slightly.
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Azkanan

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Re: Dwarf Fortress 0.31.01 Released
« Reply #357 on: April 04, 2010, 08:35:57 am »

I think I started on a 4x4 last time I tried to play, and got 10-30fps (Guessing, FPS was turned off).

I just started at 2x2, and I'm running great on 70+ fps. This is with the addition of Bhaun's accellerator, Not sure if it's making a difference, though. Probably is. :D

Spoiler (click to show/hide)

Two things I do love about DF2010 though, is 1. More detailed World Maps, and 2. Far more ore deposits.
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ToonyMan

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Re: Dwarf Fortress 0.31.01 Released
« Reply #358 on: April 04, 2010, 08:38:17 am »

I think that was one of Toady's goals to be able to embark anywhere and still play with everything.
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yaklin

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Re: Dwarf Fortress 0.31.01 Released
« Reply #359 on: April 04, 2010, 09:57:35 am »

I found this oddity in Arena mode. If you make a rock block in midair, it doesn't fall! It just floats there like a skyship or something. But, if you encase a creature in midair, you'll get the whole "A section of the cavern has collapsed!" message, complete with dust. I had wanted to bombard a kobold army with blocks, but then I had to spawn more creatures to turn into bombs.
they only stay if its on the top z-level if it is one below that it will drop, but if you pause it before it falls you'll see that the rock is a whole bunch of different minerals, including gold and diamond
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