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Author Topic: Dwarf Fortress 0.31.20 Released  (Read 50737 times)

Dante

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Re: Dwarf Fortress 0.31.20 Released
« Reply #60 on: March 06, 2011, 03:05:24 pm »

Bugfix version! All praise the Toady One!

Things that put a tingle in my pants:
VERMINHUNTER, SPECIFIC_FOOD, SOUND.

Also, some people have a lower MUSICALITY attribute than others:

TolyK

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Re: Dwarf Fortress 0.31.20 Released
« Reply #61 on: March 06, 2011, 03:08:17 pm »

wait, is that just coincidence or is it really...?
That is... awesome!
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Uristocrat

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Re: Dwarf Fortress 0.31.20 Released
« Reply #62 on: March 06, 2011, 03:24:28 pm »

Toady, it looks like you left some testing parts in geese - they seem to lay iron chairs...

I have to admit, I never expected *that* kind of fix for the problem of not having enough iron....
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Re: Dwarf Fortress 0.31.20 Released
« Reply #63 on: March 06, 2011, 03:33:47 pm »

Code: [Select]
==10534== 4,263,240 bytes in 355,270 blocks are definitely lost in loss record 3,485 of 3,485
==10534==    at 0x402569A: operator new(unsigned int) (vg_replace_malloc.c:255)
==10534==    by 0x8A3995B: ??? (in Dwarf_Fortress)
==10534==    by 0x83B4158: ??? (in Dwarf_Fortress)
==10534==    by 0x8C2BA8B: ??? (in Dwarf_Fortress)

DF seems to have lost quite a bit of data at exit, perhaps Toady One just doesn't care about cleanup?
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Dagoth Urist

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Re: Dwarf Fortress 0.31.20 Released
« Reply #64 on: March 06, 2011, 03:39:20 pm »

You vocalized capybaras? Great! ... Wait, what. Creatures can make sound? I thought only sapient creatures who can talk were capable of that! Can dogs bark, in both Fortress and Adventurer? The mind boggles...
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thvaz

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Re: Dwarf Fortress 0.31.20 Released
« Reply #65 on: March 06, 2011, 03:45:16 pm »

You vocalized capybaras? Great! ... Wait, what. Creatures can make sound? I thought only sapient creatures who can talk were capable of that! Can dogs bark, in both Fortress and Adventurer? The mind boggles...

Only capybaras at the moment, buy it is very easy to add it to the creatures you want.
« Last Edit: March 06, 2011, 03:54:25 pm by thvaz »
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Urist Da Vinci

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Re: Dwarf Fortress 0.31.20 Released
« Reply #66 on: March 06, 2011, 04:11:23 pm »

Many of the Night Creatures, Forgotten Beasts, Titans, and HFS are described as making sounds. Perhaps they could use these tags as well.

The Soundsense crew ought to have the "You hear..." recognized.

ral

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Re: Dwarf Fortress 0.31.20 Released
« Reply #67 on: March 06, 2011, 04:18:32 pm »

Awesome thanks!!!

Now if only you could add multicore support I'd double my monthly donation! (Hope everyone else would too.)

Dante

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Re: Dwarf Fortress 0.31.20 Released
« Reply #68 on: March 06, 2011, 04:23:18 pm »

You vocalized capybaras? Great! ... Wait, what. Creatures can make sound? I thought only sapient creatures who can talk were capable of that! Can dogs bark, in both Fortress and Adventurer? The mind boggles...

Only capybaras at the moment, buy it is very easy to add it to the creatures you want.

Note that you can apply these tags to sentient creatures, e.g. humans, and hear them say random things in adventure mode.

For instance,
   [SOUND:PEACEFUL_INTERMITTENT:100:1000:VOCALIZATION:ask 'what?':asks 'what?':a bewildered cry of 'what?']

I haven't yet had anybody say anything using the ALERT token instead of PEACEFUL_INTERMITTENT, but I'm going to find a bandit camp now.

Marshall Burns

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Re: Dwarf Fortress 0.31.20 Released
« Reply #69 on: March 06, 2011, 04:26:24 pm »

   (*) Stopped the game from treating every tool like a container for stockpiles/adv mode
   (*) Stopped hive product collection from removing hive building tag
   (*) Stopped birds from claiming multiple nest boxes when a nest box is deconstructed
   (*) Made pastured animals spread out more during grazing and allowed pets to be grazed
   (*) Fixed situation where some stockpiled items were not available to jobs (lye, etc.)
   (*) Made llama/alpacas get sheared properly
   (*) Stopped masons from using clay
   (*) Made potters apply their skill to statues etc. properly
   (*) Added a clay category to stone stockpiles and cut some inorganics out
   (*) Added wax to food stockpiles pressed material category
   (*) Added wax goods option to finished goods pile
   (*) Made empty pots go to the furniture pile
   (*) Made pots available for brewing
   (*) Stopped pet/tame vermin from spawning many copies
   (*) Made pen/pasture interface give status of animals (caged, etc.)
   (*) Sheep text lines up with there shearability now

My prayers is answered. These were all of my biggest annoyances in .19.
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Dante

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Re: Dwarf Fortress 0.31.20 Released
« Reply #70 on: March 06, 2011, 04:46:50 pm »

Note that you can apply these tags to sentient creatures, e.g. humans, and hear them say random things in adventure mode.

For instance,
   [SOUND:PEACEFUL_INTERMITTENT:100:1000:VOCALIZATION:ask 'what?':asks 'what?':a bewildered cry of 'what?']

I haven't yet had anybody say anything using the ALERT token instead of PEACEFUL_INTERMITTENT, but I'm going to find a bandit camp now.

Hmm, difficult finding a camp if you can't talk to people to get quests. I have noticed the adventurer him/herself will make PEACEFUL_INTERMITTENT sounds while walking around, which is fun.

3

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Re: Dwarf Fortress 0.31.20 Released
« Reply #71 on: March 06, 2011, 04:49:20 pm »

Is there some reason as to why you appear to think sounds will work differently for sentients than non-sentients? Several people (including me) have confirmed that both types of sound work perfectly on essentially any creature via the arena.
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drvoke

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Re: Dwarf Fortress 0.31.20 Released
« Reply #72 on: March 06, 2011, 04:53:47 pm »

Been waiting for the first bugfix release to try the new stuff (I know.. a philistine is me), so this is very exciting!  Great work, looks like the worst bugs of .19 have been rectified!
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Dante

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Re: Dwarf Fortress 0.31.20 Released
« Reply #73 on: March 06, 2011, 04:56:07 pm »

Is there some reason as to why you appear to think sounds will work differently for sentients than non-sentients? Several people (including me) have confirmed that both types of sound work perfectly on essentially any creature via the arena.
Good for you. I hadn't seen it in this thread. And I would imagine there's a good chance there's different code for causing 'ALERT' in some animals, since entity members seem capable of making decisions of e.g. attack you vs ignore you. This may even be different in other modes since spawned creatures may (or may not) not be the same as entity members with affiliations causing them to act differently.

Kogut

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Re: Dwarf Fortress 0.31.20 Released
« Reply #74 on: March 06, 2011, 05:15:39 pm »

Code: [Select]
==10534== 4,263,240 bytes in 355,270 blocks are definitely lost in loss record 3,485 of 3,485
==10534==    at 0x402569A: operator new(unsigned int) (vg_replace_malloc.c:255)
==10534==    by 0x8A3995B: ??? (in Dwarf_Fortress)
==10534==    by 0x83B4158: ??? (in Dwarf_Fortress)
==10534==    by 0x8C2BA8B: ??? (in Dwarf_Fortress)

DF seems to have lost quite a bit of data at exit, perhaps Toady One just doesn't care about cleanup?
Is is bug, so you should report it to mantis.
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