Toady said in a later update that he managed to repeat the tradgedy mule scenario with the mule surviving thanks to the new swimming code :P Although not on the first attempt. Or the second. Or the third...
I watched the Tragedy Mule video, and above all it's making me wonder if Toady's mentioned streamlining wall building. It'd get annoying quick to build a structure from scratch one square at a time, especially when it would seemingly be so easy to be able lengthen them like roads or farms.
Anyone else see the video where Toady constructs a bridge above ground level outside the mountain? I submit to such possibilities as: firing posts for dwarf archers (obvious but functional), noble disposal (what a nice balcony... with a trap door that drops you twenty stories into an unsuspecting siege army, causing a massive explosion of deadly noble bone shrapnel and viscera), insane dwarf disposal, water cannons which fire stones, magma cannons which fire magma and flame, etc etc etc. Frankly, I am very dissapointed in myself for highly anticipating such hideous actions... but I can live with that. My enemies, however, will not be able live with angry elephant bombs, noble explosions, crushing flood stones, being burned alive well away from my fortress, to name a few things.
Oh damn. Working on the nobles has proven to be much harder than the basic dorfs. Is it okay that I pop in from time to time and ask for feedback?
For example: are these clear to you?
As for the first- I was planning this icon for a broker (he's holding a contract). The money symbol is to be placed near every noble dabbling with economy:
Broker, Trade Minister, Guildmaster, Bookkeeper, Treasurer, Hoardmaster, Dungeon Master (?), Tax Collector.
Maybe the jeweller could hold a bit bigger gem, something shaped like a (Zelda) rupee? I thought he was a wine taster for a second, all that's missing is a top hat.
I assume the blue guy to the right is your generic hauler dwarf?
The nobles and the child look good, instantly recognizable. I guess all the guildpeople and minor nobility would be a lot harder to make distinguishable. Toady did overhaul/remove a lot of them in the new version though, so that might not be as hard as it seems.
In the last thread someone posted a link to install dwarf fortress with replacement tilesets already installed. If someone could repost it, that would be awesome.
Oh damn. Working on the nobles has proven to be much harder than the basic dorfs. Is it okay that I pop in from time to time and ask for feedback?
For example: are these clear to you?
I thought the last one was a dwarf prostitute.
Those are really awesome though. I second making the jewel for the jeweler more apparent.
Also what is the guy with the giant trough/spade spose to be?
I think the jeweler on there has the pretty standard 'gemstone!' shaped diamond thing...it might be better if it was a different color, as to distinguish it from what may normally be associated with glass (blue would probably be the choicest color (green'd be good too...if DF didn't have mountains of sand and green glass)).
Don't forget that Elephants need to be coated in blood.
UltimaGecko on
The facehuggers want to play with you in the AvP LP. Facehuggers also want you to check out the TF2 cards here. View the in-progress RE mansion recreation for L4D here.
Now we just need some faggot to jump in here and say how much they suck and how much he loves his plain old ASCII.
Also can you give the sprites varying beard colors? Some with black hair others with red, or blonde, etc.
Wow, it didn't take long for you to get banned.
KiTA on
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited October 2007
I think those sprites look professionally gorgeous.
But I love my plain ol' ASCII. It's just so much simpler to tell what's what once you've loo[k]ed at it a couple times to remember what it identifies. I'd definitely love to see a mockup of a fully-tiled version of a DF screen, to see if I'm right in that an all-sprite map would just be too cluttered to read effectively.
Again, the essential graphical update I want is a nearly full screen window of maybe 80x100 tiles. Can you image how hard it's going to be to manage a fortress with its main hall running north-south when the window shows less than thirty tiles along that axis?
But the real faggot to jump in here was /.. . Does he have a blog we can read to hear how terrible and unfair were his infractions?
Yes, this thread menaces with spikes of gold stars. :P
Toady put up thesetwo images of the intermediate fractal map yesterday. It really shows how processor intensive it must be to generate a whole world with erosion and height maps taken into account.
I think those sprites look professionally gorgeous.
But I love my plain ol' ASCII. It's just so much simpler to tell what's what once you've loo[k]ed at it a couple times to remember what it identifies. I'd definitely love to see a mockup of a fully-tiled version of a DF screen, to see if I'm right in that an all-sprite map would just be too cluttered to read effectively.
Again, the essential graphical update I want is a nearly full screen window of maybe 80x100 tiles. Can you image how hard it's going to be to manage a fortress with its main hall running north-south when the window shows less than thirty tiles along that axis?
The main problem with sprites is that while those do look amazing, in the game they'll be about a quarter of the size and much harder to recognize at a glance, I'd imagine.
Yes, this thread menaces with spikes of gold stars. :P
Toady put up thesetwo images of the intermediate fractal map yesterday. It really shows how processor intensive it must be to generate a whole world with erosion and height maps taken into account.
Only 31 testing notes left!
If you go to this page you can find the entire world in the new map format. I wont direct link the image because its huge and it might eat the poor guys bandwidth.
Shurakai on
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited October 2007
NEXT RELEASE TASK LIST: The number in parentheses is just a counter for me. Lower is better.
handle testing notes (31)
update zlib code
So close I can taste it. And it tastes great.
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
Yes, this thread menaces with spikes of gold stars. :P
Toady put up thesetwo images of the intermediate fractal map yesterday. It really shows how processor intensive it must be to generate a whole world with erosion and height maps taken into account.
Only 31 testing notes left!
If you go to this page you can find the entire world in the new map format. I wont direct link the image because its huge and it might eat the poor guys bandwidth.
Wait...do we actually get to use those views while choosing our fortress site? Or are they just behind the scenes sorts of maps? Because they're sweet, and it'd probably be easier to pick a spot if its got all those detailed overlays.
UltimaGecko on
The facehuggers want to play with you in the AvP LP. Facehuggers also want you to check out the TF2 cards here. View the in-progress RE mansion recreation for L4D here.
Maybe the jeweller could hold a bit bigger gem, something shaped like a (Zelda) rupee? I thought he was a wine taster for a second, all that's missing is a top hat.
?
I assume the blue guy to the right is your generic hauler dwarf?
Yes, that's the peasant.
Also what is the guy with the giant trough/spade spose to be?
It's a trowel, the standard tool of a mason.
The main problem with sprites is that while those do look amazing, in the game they'll be about a quarter of the size and much harder to recognize at a glance, I'd imagine.
Like I said- I'm only making those in the hopes of us ever getting to be able to display 32px tiles in the game. I'm also making 16px tiles but in terms of being clear and readable, they can hardly compare to the plain ASCII symbols. (and thanks for the compliment;).
Anyways, some new dorfs today. I'm surprised how long it can take to make a 32px icon
The last one is a guard, I'm not sure what attribute to use for those guys.
hey if anything you could use those dwarf graphics to make a multiplayer BYOND version of Dwarf Fortress where every player is a dwarf. Since it takes 32x32 graphics.
I wonder what testing notes means, exactly. Most certainly more tests, I imagine, but it will be interesting to see how quickly he can get through them and onto super-mega-awesome release day.
The last one is a guard, I'm not sure what attribute to use for those guys.
I suggest giving guards (and all military dwarves, for that matter) face-covering helmets. I think it would be a good way of making them distinct (as well as badass).
Rocketlex on
While you were asleep, your windows told me all your secrets.
Posts
Testing notes now down to 37!
Those tiles look really good.
Monocle-dude is pretty awesome.
(also, given what most dorfs go through in this game, I find the perpetual expression highly appropriate)
Which video was that?!
I leave that open to interpretation
I'd also like to point out that the monocle-dude is the jeweler. Should I think of some other symbol?
I need my computer back so I can distract myself with Portal.
DF and Mount and Blade are the only games I can play on these damb college computers.
For example: are these clear to you?
Pokemon Pearl: 2577-9731-8070
Contact - 0043 9563 6121
Also can you give the sprites varying beard colors? Some with black hair others with red, or blonde, etc.
As for the first- I was planning this icon for a broker (he's holding a contract). The money symbol is to be placed near every noble dabbling with economy:
Broker, Trade Minister, Guildmaster, Bookkeeper, Treasurer, Hoardmaster, Dungeon Master (?), Tax Collector.
I assume the blue guy to the right is your generic hauler dwarf?
The nobles and the child look good, instantly recognizable. I guess all the guildpeople and minor nobility would be a lot harder to make distinguishable. Toady did overhaul/remove a lot of them in the new version though, so that might not be as hard as it seems.
Looking good so far!
Yeah, I noticed that after a bit, but my first impression was "man, those dorfs do not look impressed."
I thought the last one was a dwarf prostitute.
Those are really awesome though. I second making the jewel for the jeweler more apparent.
Also what is the guy with the giant trough/spade spose to be?
Don't forget that Elephants need to be coated in blood.
Wow, it didn't take long for you to get banned.
But I love my plain ol' ASCII. It's just so much simpler to tell what's what once you've loo[k]ed at it a couple times to remember what it identifies. I'd definitely love to see a mockup of a fully-tiled version of a DF screen, to see if I'm right in that an all-sprite map would just be too cluttered to read effectively.
Again, the essential graphical update I want is a nearly full screen window of maybe 80x100 tiles. Can you image how hard it's going to be to manage a fortress with its main hall running north-south when the window shows less than thirty tiles along that axis?
But the real faggot to jump in here was /.. . Does he have a blog we can read to hear how terrible and unfair were his infractions?
Toady put up these two images of the intermediate fractal map yesterday. It really shows how processor intensive it must be to generate a whole world with erosion and height maps taken into account.
Only 31 testing notes left!
The main problem with sprites is that while those do look amazing, in the game they'll be about a quarter of the size and much harder to recognize at a glance, I'd imagine.
If you go to this page you can find the entire world in the new map format. I wont direct link the image because its huge and it might eat the poor guys bandwidth.
I've already told all my friends and family that I will no longer have time for them.
Wait...do we actually get to use those views while choosing our fortress site? Or are they just behind the scenes sorts of maps? Because they're sweet, and it'd probably be easier to pick a spot if its got all those detailed overlays.
?
Yes, that's the peasant.
It's a trowel, the standard tool of a mason.
Like I said- I'm only making those in the hopes of us ever getting to be able to display 32px tiles in the game. I'm also making 16px tiles but in terms of being clear and readable, they can hardly compare to the plain ASCII symbols. (and thanks for the compliment;).
Anyways, some new dorfs today. I'm surprised how long it can take to make a 32px icon
The last one is a guard, I'm not sure what attribute to use for those guys.
Also, I'd kill for the ability to display more vertical real-estate.
It is also probably one of the most hideous things I've ever created
Vic: it's the Carpenters' Guild Rep.
I suggest giving guards (and all military dwarves, for that matter) face-covering helmets. I think it would be a good way of making them distinct (as well as badass).