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Author Topic: Dwarf Fortress 0.31.06 Released  (Read 107280 times)

Mandaril

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Re: Dwarf Fortress 0.31.06 Released
« Reply #75 on: June 09, 2010, 02:43:35 pm »

Edit: We can bring .05 saves over, right?

My .05 save works fine in .06 (Win 7 Pro 64bit)
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Oddom Adagsibrek, war Mandrill (Tame)
"He is incredibly skinny yet gigantic overall. His hair is brown. His skin is cinnamon. His upper body bears a very short straight scar. His left front leg bears the marks of old wounds, including a tiny straight scar. His right front foot bears a very short straight scar. His throat bears a massive curving scar. His eyes are orange."

mnjiman

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Re: Dwarf Fortress 0.31.06 Released
« Reply #76 on: June 09, 2010, 02:57:56 pm »

w00t nice!
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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

jaked122

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Re: Dwarf Fortress 0.31.06 Released
« Reply #77 on: June 09, 2010, 03:01:07 pm »

Where's the bowing smilie?Toady deserves it. If I had money, I'd definitely donate some. Good job Toady!

Edit: We can bring .05 saves over, right?
just to clear this issue up, the version format works like x.y.z
as long as x and y are the same, if z is different it is safe, if z is the same, then you can figure it out.

Deathworks

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Re: Dwarf Fortress 0.31.06 Released
« Reply #78 on: June 09, 2010, 03:10:41 pm »

Hi!

Actually, I am wondering about the complaints about farming and irrigation. I mean, my biggest frustration with the 2D version was the need to irrigate my farms and thus put my fortress at serious risk (by the water itself thanks to the various perma-flood bugs back then, and by the cave river critters). If I recall correctly, I ended up simply channelling the surface river to get the water for my farms. Still, a lot of people were making successful fortresses and were having a lot of fun.

I am wondering - are we a bit too pampered by the 3D version's game mechanics?

Deathworks (who shamelessly uses surface farming for easy gaming :) :) :) )
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Aravin

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Re: Dwarf Fortress 0.31.06 Released
« Reply #79 on: June 09, 2010, 03:19:04 pm »

Toady, there's something fishy about the cursor thing and the new version :(. I get occasionally the "unhandled win32 exception" mistake after some time playing. 5-10 minutes. For both DFG and DF without Graphics...
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Strongwords

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Re: Dwarf Fortress 0.31.06 Released
« Reply #80 on: June 09, 2010, 03:24:41 pm »

When i try to specify an individual armor or weapon, i can't find the ones i've produced, in verson 03 this bug was fixed, but now it was back again.

This problem is just with me?
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Jordix

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Re: Dwarf Fortress 0.31.06 Released
« Reply #81 on: June 09, 2010, 03:25:46 pm »

Hooray for fast bug fixes!

Regarding moving .05 saves to .06:

There have been a few changes to the raws. Since DF now creates a copy of the raws for every saved game, I assume it's not enough to paste the saved game folder into the corresponding directory in .06, but we also need to copy the new raws into /save/region#/raw, in order to make the changes apply to the saved game.

Is this correct?
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LargoTuek

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Re: Dwarf Fortress 0.31.06 Released
« Reply #82 on: June 09, 2010, 03:26:04 pm »

Is it normal the init.txt and interface.txt went back few versions back in term of syntax and possible settings ?
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Aklyon

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Re: Dwarf Fortress 0.31.06 Released
« Reply #83 on: June 09, 2010, 03:30:32 pm »

Is it normal the init.txt and interface.txt went back few versions back in term of syntax and possible settings ?
d_init.txt has all the settings init.txt is missing.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

LargoTuek

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Re: Dwarf Fortress 0.31.06 Released
« Reply #84 on: June 09, 2010, 03:34:37 pm »

not sure we're speaking about the same thing...

I really do speak about the init.txt that was present in 0.31.03, not in 0.31.05, and that seems to be back in 0.31.06.

but I'm gonna check with all possible downloads, I think I missed sth by downloading the 0.31.06 legacy and trying to compare it with my 0.31.05 that is possible packed differently... (no more msvcxxx.dll as well...)

Edit: forget it: I've just discovered the difference between a SDL and a legacy version...
« Last Edit: June 09, 2010, 03:41:25 pm by LargoTuek »
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gtmattz

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Re: Dwarf Fortress 0.31.06 Released
« Reply #85 on: June 09, 2010, 03:35:21 pm »

I just had to post here to say that playing DF in my android phone via ssh into my linux machine is pretty damn sweet, even if I cannot actually play properly due to keyboard mapping issues with connectbot, the geek factor alone has me ecstatic  ;D.
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InsanityPrelude

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Re: Dwarf Fortress 0.31.06 Released
« Reply #86 on: June 09, 2010, 03:44:54 pm »

There have been a few changes to the raws...

Which raws were changed?
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Orkel

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Re: Dwarf Fortress 0.31.06 Released
« Reply #87 on: June 09, 2010, 04:10:33 pm »

Toady, fix the marksdwarves next :D

Marksdwarves being broken really impacts the military as we have no long range capacity at all.
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Jordix

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Re: Dwarf Fortress 0.31.06 Released
« Reply #88 on: June 09, 2010, 04:23:37 pm »

There have been a few changes to the raws...

Which raws were changed?

The full list is on file_changes.txt. It's mostly adjusting the material properties for teeth, horns, and other natural materials, which were the same as skin. So, effectively, making giant war tigers useful again.  :D
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profit

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Re: Dwarf Fortress 0.31.06 Released
« Reply #89 on: June 09, 2010, 04:30:37 pm »

new version

<3 <3 <3 <3

I have so became a Dwarf Fortress fanboy.
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Mods and the best utilities for dwarf fortress
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