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Author Topic: Liquid pools going to -> 1/7  (Read 1312 times)

Squanto

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Liquid pools going to -> 1/7
« on: September 03, 2011, 03:13:05 pm »

Basically, the idea is to allow large amounts of liquid to become 1/7 or more filled (for example, two pools of blood worth on the same tile become blood 1/7, can be filled up to 7/7 and would use water/lava physics).  Not much more to add to the idea beyond that, but i would love do drown goblins in the blood of their own kind.
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Dutchling

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Re: Liquid pools going to -> 1/7
« Reply #1 on: September 03, 2011, 03:43:56 pm »

Problem is, what would it do if it encounters other fluids?
And blood from this Golbin A is not the same as blood from Goblin B... (in-game)
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peskyninja

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Re: Liquid pools going to -> 1/7
« Reply #2 on: September 03, 2011, 05:22:42 pm »

Quote
And blood from this Golbin A is not the same as blood from Goblin B... (in-game)
imo this is useless.
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Agorp Stronden

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Re: Liquid pools going to -> 1/7
« Reply #3 on: September 03, 2011, 07:17:07 pm »

Quote
And blood from this Golbin A is not the same as blood from Goblin B... (in-game)
imo this is useless.

I think he is referring to the fact that blood spatters are named, which simply needs to be worked around.
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Bohandas

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Re: Liquid pools going to -> 1/7
« Reply #4 on: September 03, 2011, 09:17:39 pm »

I definitely would like to drown people in blood; that's definitely something that the game needs. The suggestion may need some slight tweaking though (for one thing, it should probably take more than two pools of blood to reach 1/7 filled).
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Bohandas

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Re: Liquid pools going to -> 1/7
« Reply #5 on: September 03, 2011, 09:18:59 pm »

Problem is, what would it do if it encounters other fluids?
And blood from this Golbin A is not the same as blood from Goblin B... (in-game)

Ideally it would just become a pool of generic Goblin Blood
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Draco18s

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Re: Liquid pools going to -> 1/7
« Reply #6 on: September 03, 2011, 10:42:55 pm »

What if you have a pool of goblin blood, a pool of troll blood, a pool of dragon blood, a pool of dwarf blood, and a pool of wolf blood in the same tile?

What about vomit and ichor?

(That is, a pool of goblin blood and a pool of dwarf vomit)
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Vattic

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Re: Liquid pools going to -> 1/7
« Reply #7 on: September 03, 2011, 11:02:21 pm »

You could always have "foul liquid" as a mixture of many different fluids. Fluids of the same type from different animals could become generic "blood" or "mixed blood".
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Re: Liquid pools going to -> 1/7
« Reply #8 on: September 04, 2011, 01:44:54 am »

 We need more experiments then just vomit.
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sockless

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Re: Liquid pools going to -> 1/7
« Reply #9 on: September 04, 2011, 02:12:53 am »

Pretty much, the current fluid system isn't designed to handle this. So we probably won't get this until a rewrite of the fluid system, hopefully with a faster system.
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Reelyanoob

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Re: Liquid pools going to -> 1/7
« Reply #10 on: September 04, 2011, 02:52:16 am »

Right now I think liquids have a 1-bit field which states is-magma vs is-water. So that engine literally can only cope with 2 liquid states, everything else is hard-coded and optimized for that system (coded as something like "if water do this / else do magma stuff" statements). So it'd be a major rewrite to how the code works to have more than 2 types of liquids.
« Last Edit: September 04, 2011, 02:53:55 am by Reelyanoob »
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Draco18s

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Re: Liquid pools going to -> 1/7
« Reply #11 on: September 04, 2011, 11:28:29 am »

Right now I think liquids have a 1-bit field which states is-magma vs is-water. So that engine literally can only cope with 2 liquid states, everything else is hard-coded and optimized for that system (coded as something like "if water do this / else do magma stuff" statements). So it'd be a major rewrite to how the code works to have more than 2 types of liquids.

Exactly.  Toady is planning on doing it, the problem is both storing the data compactly and allowing for RAW editable liquids (with two liquids mixing being able to handle all possible interactions WITHOUT those interactions being either hard coded (magma + water) or softcoded (in the RAWs) and instead based on those material's properties).
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Aquillion

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Re: Liquid pools going to -> 1/7
« Reply #12 on: September 05, 2011, 08:29:51 pm »

Problem is, what would it do if it encounters other fluids?
And blood from this Golbin A is not the same as blood from Goblin B... (in-game)

Ideally it would just become a pool of generic Goblin Blood
The problem with that is that you then lose the opportunity for more interesting interactions.  If a forest-witch wanders in, dips her fingers in the blood, then flicks it onto a doll and starts to drive steel nails into it, it's important for the game to know who gets hit by the curse.
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Draco18s

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Re: Liquid pools going to -> 1/7
« Reply #13 on: September 05, 2011, 08:39:06 pm »

Problem is, what would it do if it encounters other fluids?
And blood from this Golbin A is not the same as blood from Goblin B... (in-game)

Ideally it would just become a pool of generic Goblin Blood
The problem with that is that you then lose the opportunity for more interesting interactions.  If a forest-witch wanders in, dips her fingers in the blood, then flicks it onto a doll and starts to drive steel nails into it, it's important for the game to know who gets hit by the curse.

Actually I would be ok with the game losing track when there are multiple creatures whos blood has been pooled.  You can attribute it to "magic needs to know who's blood it is, and if there are too many contributors, the link is too weak."

But there's still the technical issue of having additional liquids tracks the way water is.
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