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21405 No. 21405
А еще Тоади вернул диздок.
http://www.bay12games.com/dwarves/dev.html

>The old power goals and core items still represent what we want to do with the project, but the method wasn't working out specifically as a way to represent what was going on and what had already been done. It has also proven too time-consuming to maintain all of the notes in a presentable form, so we're sticking with incomplete lists for the foreseeable future.
Да, да, слишком неудобным был старый диздок. Очень неудобно, когда люди видят, что ты два года пинал балду.

Также:
>We
Пик стронгли рилейтед.
Expand all images
>> No. 21407
Я ничего не понял, объясните пожалуйста.
>> No. 21412
>>21407
Насколько я понял, тоади испугался что его обвинят в хуепинательстве и удалил старый диздок, а вместо него запилил новый и не годный.
>> No. 21420
ВНЕЗАПНО ВЫ ПОНИМАЕТЕ ЧТО ТОАДИ ЛЕТАЕТ В ФАНТАЗИЯХ И ПИШЕТ ХУЙНЮ ВМЕСТО ТОГО ЧТОБЫ ПРАВИТЬ БАГИ
>> No. 21423
А блядь, понял! Это продолжение этого треда. https://chuck.dfwk.ru/df/res/7323.html

Выражаю свое скромное мнение: ОП-мудилочко.
21412-кун.
>> No. 21438
>>21423
Категорически не согласен! ОП - хуй.
>> No. 21443
Почитал список, пофапал вдоволь, но ему никогда не выполнить всего из этого списка, даже будь у него под началом десяток программистов дело бы затянулось еще лет на пять.
>> No. 21444
>>21443
Жабистый не ставит цели все сделать.
Жабистый живет на донат.
>> No. 21445
>>21443
Список охуенный, согласен

Сделать можно, ящитаю, но не такими темпами
>> No. 21446
>Coming up with a plan to overcome pathing obstacles to reach fortress innards
Блядь, мне б справиться с толпами мудаков, которых мне посылают, а тут это. Одно радует, что это Тоади.
>> No. 21450
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21450
>>21446
>Overcomes
Я Тоади! И Тоади превозмогает!
>> No. 21453
>>21446
неужели грядут разрушаемые стены, подкопы во время осад и прочие радости? эх, было бы здорово. только представьте, строим сначала деревянный частокол, а по мере добывания камня оцениваем запасы и решаем: построить ли одинарную крепостную стену из стали или из тройную из гранита? ибо как-то невесело, что стенка из мыла способна задержать орды захватчиков, водный поток и лаву.
>> No. 21454
>А еще Тоади вернул диздок.
Похоже он его не вернул, а переделал в такой формат, чтоб никто не понял, как медленно тащится разработка игры и пинаются куи.

Ему бы надо в Россию, чиновником.
>> No. 21456
>>21450
Не в тему вспомнилось: современная боевая техника в мирное время обвешана печатями еще покруче этого дредноута. Дабы злобный прапор не спёр начинку.
>> No. 21457
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21457
>>21456
Выходит, Ork Loota - это не мародеры, а прапоры.
>> No. 21550
СУКИ НЕ ПИЗДИТЕ НА ТОДИ ОН СВЯТОЙ БЛЯТЬ ОХУЕННУЮ ИГРУ ДЕЛАЕТ А ВЫ ТОЛЬКО ПИЗДИТЕ САМИ НИЧЕГО НЕ ДЕЛАЕТЕ ТОЛЬКО ПИЗДИТЕ ГОВНО ВЫ!
>> No. 21551
>>21550
Плюсую этого нервного. Тоади молодец :3
>> No. 21582
>>21550
Я говорю плюс к этому нервной. Еще один подхалим является мудак, который убивает трахает и живет на пожертвования, как нищий.
>> No. 21651
>>21550
ААА! ТЫ ТАК ЛЮБИШЬ ТОАДИ БЛЯТЬ ВСЕ ПОНЯЛИ УЖЕ ДА-ДА-ДА ВСЕ КТО С ТОБОЙ НЕ СОГЛАСЕН ВСЕ УЁБКИ И БЫДЛО [BEGIN RAP] МНЕ ВСЁ ОБРЫДЛО
ДВАРФЫ СКАЧУТ
ОНИ НЕ ПЛАЧУТ
СУРОВЫЕ МАЧО
В ПОИСКАХ БУХЛА И УДАЧИ
СУКИ, ВСЕ ТАКИЕ СУКИ!
У ВСЕХ КРИВЫЕ РУКИ!
А ТОАДИ КЛЁВЫЙ!
ЗАБАЦАЛ БИЛД НОВЫЙ
НЕЕБОВЫЙ!
НЕМНОГО БАГОВЫЙ.
ОН ЗАКОНАМИ НЕ СКОВАН,
ОБОСНОВАН, КОРОНОВАН.
И КТО НЕ С НАМИ - ТОТ АНАЛЬНЫЙ КЛОВАН.
ЙОУ!
[END RAP]

>> No. 21682
>>21651
Заслуженный стихоплёт всея дварфландии.
>> No. 21686
>>21682
Это должно было начинаться как крик, потом переходить в такой ганста-реп, как в мъюзиклах. :)
>> No. 21689
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21689
>>21651
>> No. 21692
СУКИ БЛЯДЬ ЗАЕБАЛИ КОГДА ПОДХАЛИМ ВЕРНЕТ WАГОНЫ?!
>> No. 21742
>>21689
Респект и уважуха тебе, рил тру ганста!
>> No. 21743
Тем временем...

07/04/2010: I worked with melee combat a bit more today, mostly with screwy item calculations. The shield/boot/glove masses are fixed (they were all being bugged down to 10 grams), and the surface areas for small non-weapon objects were off (hitting enemies with a rock was like slapping them with a really thin floor tile). There was also a problem with charging that caused a lot of extra deflected strikes. I'm going to move on to ranged weapons next, including broken ammo supplies in dwarf mode.

07/03/2010: The pristine dev pages were bugging me, so I did sharpening stones, the hunger/thirst extension, butchery, and a prepared elf brain in my backpack so that I could color a few of them the "in next release" color. You can make a sharpened version of any stone right now -- we'll restrict the candidate minerals a bit once surface rocks are a little less homogenous in most places. During the course of adding basic knapping, I put in support for custom (buildingless) adventure mode "reactions", so some modding should be possible there for people that want to add their own production chains. The syntax for reagents/products is the same as dwarf mode, with the same capabilities and restrictions. Now I'll be back to combat/archery bugs for a bit, then we'll do a release.
>> No. 21835
07/05/2010: Today I spent quite a bit of time charging arena swordsmen in various armor at crossbow lines, and I'm happier with the results now after a lot of changes. The bolts in the currently released version are more like flying cheese graters or something in that they are light but really flat with a cutting surface, and the contact area changes I had to make to fix that propogated back through everything through a series of other tweaks. By the end, unarmored macemen were much worse off when fighting unarmored swordsmen than during the tests a few days ago, and the tables turn when they are armored, which I suppose is all right, though it's still too stark. I'm going to move on to the ammo assignment/hunter/etc. bugs as well as the perpetual bleeding issues now, and I can come back to combat balance more after the release as problems crop up.
>> No. 21852
Кстати, вы читали в диздоке раздел "Basic Adventure Mode Skills"? Кажется, нас ждет второй URW.
>> No. 21853
>>21852
«Очаг и приют», more like.
>> No. 21854
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21854
HAVEN AND BUTTHURT
>> No. 21861
>>21852
>Кажется, нас ждет второй URW.
Ты так это говоришь...
>> No. 21887
> 07/06/2010
 
I started with the perpetual bleeding issues, and that lead to another spiral of combat fixes, but now hunting/ranged military/etc. fixes are finally the thing that is next, in case you were waiting for that. So, combat fixes. Wounds with items stuck in them won't bleed perpetually anymore, and the "major arteries" tag now works -- this includes the heart which is beyond major and beyond an artery. It should always gush out nicely when it is broken open now. My test for that was to set up two lines of 11 crossbowmen each and just wait for a good shot, but the heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest.

I fixed up disemboweling, or rather, it just happened to be mostly fixed due to the changes over the last few days (there were still a few things wrong). Due to the cumulative wounds, even thrusts can lead to guts popping out. During the test (a 20 sword free-for-all), a guy got stabbed in the lower body twice, his guts popped out, and then a third guy came up and severed his exposed guts, so that all seems to be working. I also cleaned up a bug with giant creature wrestling that caused them to sometimes appear to do nothing (because a force variable blew out), and I stopped unconscious people from performing phantom dodge rolls that didn't let them dodge but let them reduce the squareness of some strikes.
>> No. 21928
Ага! Рукописи не горят.
Нашел похереный Тоади старый диздок, со всей нумерацией. На английской вики:
http://df.magmawiki.com/index.php/Powergoal
Единственный минус, в этом варианте не отмечено, что сделано было, а что нет. Тоади же цветом выделял разным.
>> No. 22009
http://www.gamer.ru/games/1205-slaves-to-armok-ii-dwarf-fortress/posts/18178
http://www.gamer.ru/games/1205-slaves-to-armok-ii-dwarf-fortress/posts/18233
http://www.gamer.ru/games/1205-slaves-to-armok-ii-dwarf-fortress/posts/18356
maybe this?
>> No. 22973
>Yesterday I messed around a lot with sparring and skill demonstrations and made sure they were moving between them properly, and I balanced out some of the timers and skill increases there. The combat rebalancing had had an effect on sparring injuries, which had already been a bit of a problem (and have historically been a major problem), so I put in some more safeguards there. I also found that anybody that was bleeding modestly would take a dive and decide they needed to be carried off to the hospital, even if the bleeding subsequently stopped. That's fixed now.

Today I took some time to think about the site/population rewrite that's the foundation of a lot of the future developments, mainly having your own sites in adventure mode, having sprawl/rural areas, villain groups, and having more dwarves live around you off-map in dwarf mode. Since I'm aiming for the 22nd or 23rd for the next release, I'm not sure if that rewrite is going to fit or not. I'd like to take some small steps on the dev page each time I release, but this one is larger and it still needs to be done early. If we wind up with some more days of bug fixing and then the site/pop rewrite first thing for the release after the next one, I wouldn't be surprised.

А еще Toady отвечал на вопросы:
http://www.bay12forums.com/smf/index.php?topic=60554.0
>> No. 23184
>The next release should be ready tomorrow morning if everything goes well. Archery training seems to be working fine now. There are still various equipment bugs, but it's not nearly as bad.
>> No. 23259
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23259
>> No. 23361
>DF Version 0.31.11 has been released.

>This release is all bug fixes, mainly with equipment and training. The full change list is over on the forum release thread and in the accompanying release_notes.txt. Now it'll be half month-end project and half unburying myself from email etc. I'll probably start out in August with the site sprawl over the world map and keep up with that for as long as it takes to allow adventurer sites and the other things that come out of it.
>> No. 23378
>>23361
ГДЕ WАГОНЫ, СYКИ?!
>> No. 23560
>DF Version 0.31.12 has been released.

>A few crash fixes, liaison replacements should work, and you should be offered a barony properly when you hit the triggers.
>> No. 23571
>>23560
П0ЧEHNЛN БAPОНА!
Прости, чувак
>> No. 23573
>>23378
Теперь и я тоже хочу вагоны. Как представлю дорогу в свою крепость, везде и всюду заваленную трупами торговцев и развалившимися повозками... Охуенно.
>> No. 23577
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23577
>>23378
>> No. 23636
>>23560
WАГОНЫ!WАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWА
ГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОН
WАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГ
НЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫW
ГОНЫ! WАГОНЫ! WАГОНЫWАГОНЫWАГОНЫWАГОНЫWАГОНЫ!

>> No. 23791
UЖЕ 13 ВЕРСИЯ БLДЖАД! GДЕ МОИ WАГОНЫ, ДОЛБОЕБЛЯДОК-ПОДХАЛИМ?!
>> No. 23793
>>23791
>UЖЕ 13 ВЕРСИЯ БLДЖАД!
ЛЖЕЦ!
>> No. 23808
>>23793
Я /B/ЛЯДЬ, ZАРАNЕЕ! YМРN 6Е3HOrNM!
>> No. 23810
ZALGO! HE COMES!
Ṱ͈̆͛ͦ̆̊o̴̘̱̹̖ͧͯ͒͒͜ ̷̷̥͑̑ͩ͋̊̒i̳̘͚̮͇̖̩͆̈́̽̄͢n͇̠̹̼̠͇̫͎͐̅ͅv̭̪̹̭̞͉͑͊͛ó̢͚̼͕̯͈ͤ̎͛͋́ͥ̓k̠͖͚̺̪ͨ͛͆̐̐́͒ͮ̐́e̎
̡̭̠̤̹͊̔̈́͐̓̊ ̨̣̼̗̫̩͗ͪ̀ț̪̮̼͓̘̳͑̿͆ͩͥ̄ͮͨ͠h̯̞̣͑̂͂̌̉̍ͬͮe̡͇̭̠ͤͧͨͣ̔̏ ̸͕̖̮͓͕̞ͧ͐̀̄̆̂͊͋ͅh̸̲̠͛̿ͯ̆̎͌̆ͪ͘͟ì͓̥̠͇͔̽̽̄ͩ͊͐̀v̈ͦ̀̀͏̩̼ͅĕ̽ͤ͒̍͘҉̳͕̬͉̼̞-̴̴͍͔͋ͥ̓̉mͭ
̾̀ͨ́̋͝҉͍̰͓̹i̧̛͉͍̟͕̖̿͂̄ͭ̋̒̽̆ͅn̯̜̦̪̣̣̮̤ͥͦ͛ͣ̑d̸̘̫̱ͦͦ̍̐̆̀ͅ ̐͒ͪ̃̇̇҉̻̥̗̪͕͘͜r̯̭͙͖̆ͣ͗̀̽e̜̬̟̼̳̹̪̦̽̐ͯ̀̽ͬ̚̚͢͜p̶̘̞̘͉̩̝̞̦̦̔͊͗̑ͬ͑ͮ̌͞r̨̡̥̿ͬ͛̕ͅe̽̚͞ͅ
̳̪͍̗s̼ͥ̓͘̕͠e̷̡̲̙̳̥̒ͦ̈́ͦ̇͂ͧ͆n̵̛̰ͧͭ͌͌͐͂͐t̛̐́͆̀̄ͮ̏͏̴̣͖͖̠̯͇̲ī̷͎̲̝͚̹̗̺͉͛̕͠n͋̈́͒ͨ̃̓ͅ
̯͚̳̤̠g͍͎̲̯̦͚ͮ̉͑̌ͮ͗ͫ͊̀͠ ̻͇̥͔̣̰͚͉̓͐̄̎c̯̍͆́h̪̮͔̤̺ͩ͌̃͑̿͟a̵͔̬̱̬̭̦̤͓ͣ́̂͊ͭ͠o̖̘̻͎̙̊̓̍̃̍͆͑͋̓s̺͖͒ͧ́̈ͯ́̓̀.͛͐͛̿̄ͥ
̭̲̼̟̱̠̞͉́̈
̧̧̭͙̹͍̤̐ͤͩ̅̎̐I͎̙͈͔̜̖̰̥̍͗͗ͮ̾̇̓̈́n̛͚̬͓̬̗͇͍ͣ̒̔̾́̚v̸͔͕̻͚̭̤̌̈ó͔͓̳̼̦̳̃̑͜ḱ̎ͬ͒̉̐ͣ̃͟͠
̬̥͎͇̬͈ḭ̙̪͐̔̇̓͆̒͐nͪ̄̽ͣͮͦ͡҉̮͉̘͜ḡ̡͕͎̥̂͗̔̒ͧ̏ ̷̼͕͖̾̓̿t̴̠̗̬̃̂͟h͎̰̙̥͎̩̊̎̈́̑͂ͨ̄̋̀͟͢ȩ͂̉͑̏͑ͬ҉̻̙ ̢̨͉͓̹̰̬͚͕̏͆͝ͅf̧̱͓̮̪̾̐́̊̓ͫ͠é̱̘̲̟͖̭̄̋̚ͅḙ̠͚̩̖̰̙̱̗̋̊͂̍̄ͫ̃̚l̰̘̞̖̇̓̎̃̔͌ͪͣͅi̴̭̺̫ͧͧ
n͚̬̗̣̣̼̫̒͛̂ͥ̕͠g̞̠͑͑̈͊̐̆͜͢ ̵͔̖̪̩̒̇̐̊͑ȍ̖̀̚͠f̸̨̡͚̟͚̫̜̣͊͒̐̽ ̧̹̺̪ͨ́̚c̲̥͖̣̳̻̼ͣ̃̋̍ͭ͗̚͡h͍̰̲̪̝͓̆̉̊͛a̢͔̩̼̩̽͆̅ͨo̥̪̫͈̠͚̻̳̽̉̀s̖̫̳̟̮̻̯͖̍̄ͯ̃ͩ̀ͣ͝͠ͅ.̈̃
̷ͪ̈̋͂͠ͅ
̘͛̏̅ͬ̈̉͢W̩͚̥̘̼͉̩ͦ͂̈́̓̏ͭ͊ͤ͡í̢̺̼͍̪͚͔̘͒̚͠t̷̶̠̳̩͓̖̖̺̏̿̐ͩ͑ͤ̚ḩ̵̥̳̞̍ͨ̋̇ͤo̵͑ͤ͏̼̩͖̞͓uͥ
̰̩̩̳̅̅ͪ̄̄͜ẗ̠̣̓͠ ̣͎̐ͣ͋̃o̠̪͔̥̗͎̘̠̅͗̄̅r̵̭̠͎̳̗ͭ̋͐̑͛ͮ͛d͍̮͍͍̻͑ͨ̽̾̓͢ͅe̟̙͇̥̭̪͕̙ͬͭ̑͐̓͌ͣ͜͜ŗ̱̞͐̇̍̄͆͠ͅ.͋̓
͙̑ͤ̐͒͂ͪͫͅ
̼̞̼̗͍ͫ̄̈́͌ͥT̶̟̱̫͈͙̫ͮ̏ͭ̓͜h͕̥͚͓̰͙͌̾̂̍͌͋̓́̚͟͞e̪̮̯̬̮̓ͨͪ͘ ̛̩̮̜̤͈ͫ͌͂ͅN͍͉̦͇̆͐͜͡e̝̲̩̬̘͙̗̐ͨͧ̓̆̇́͜ͅz̬̙̘̔ͮ̉̏́͂͌̕͞p̸͓̱̹͖̰̯͕̔ͤ̍͗͒͂ͨ̏͠e̸̓̈́͒ͦ͛̈͂̚
̠͓̰̟͉̦͍̣r̫̙͔̣͓̳̻̞ͬ̇͌̐̈́̀͜͠d̶̤̰̖̖͇̮̿ͯ̓ͦ̈ͨ̉̀͠iͫ͒͊͋̍̿҉̞͉̼͓ā͋̚͏̝̜̳̤̙ṇ̵͇̥͎̇̿͛ͨ̎ ̧̦͇̮̥͊͌̍ͬ͠ͅh̸̷̹̬͑ͨͦ͛͢ȉ̥̫͚͔͖͕̘̉̒ͭ͗ͩͤͣ͠v͇̭̳̯̻͔̥̮̈́ͪͦͭ͞ę͉̬̼̣͓͓̫̾͊͋ͮͫ̌̀͞ͅ-ͭͨ̇̍̓ͬ
̤̖͙̘̪m͈̣͙ͩ͛ͧ͋͜ị̸̤̗̻͛̿̓ͅn̪͛̈́̃d̶̰̩̠̰̈́̓ͨͪͦ͋͒̚ ̹͇̻̟͎̠ͤͫ̔͐ͣͮ̀͝ọ̶̧̧ͦ͂ͯͯf̮̦̫͍̤̘̪̘̌͋́̚ ͖̻̹̇ͣ̂ͨ̒ͩ̄ͨ̎͝c̡̪̱̦̲̖̫̞͕̳̉͆͗ͩͮ̽̑̚h͓͇̬̳͈͉̬ͣ̑̓̉ͧ͡a̤̪͉̠͖͇͉ͨ̾ͣ̔ͧ͗̀͘o̶͓̹͓̻̭̒͆̿̆̌̕̕s
̳̜̘̺̼̄̽̋ͦ͠.̫̥̳̪͛͂̃̄͒ ̰̬̭̻̳̈́̑͋ͩ̊̉͘Z̛̻̠̹̲̻̖̩̓͜a͖̗͍̰͗́ͬ̔̇͑ͤͫ͜͞l͆ͯͬ̕͡҉̘̘g̢̝͈͎̙̙̟͎̩ͩ̒̓ͭ͛̄̀͞ǫ̛͚̜͔ͯͤ̔̓̚̚
̭͇.̸̱͓͉̼̝͌̃̈̅͂ͨ̀̚
̛͔͖̠͐̐̈́ͧ̎ͭ̿H̴̫̘̔̈ͭ́ͬͧ̎͒́̀ȩ̭̬̟̲̒͊ͫ̓̄̓ ̮̠̞̱̘̟̯͋͛͝w̺̥͖̰̘̞͔̃̂̔́h̶̭̝͌̽ͣ̓̓o͉̝̬͈͓̎̿͗̓̚ͅ ̝͚̭̜͖̔ͮ̂͘W̘̳̟͎̭̅ͬ͑ͪͯ̀̕a̶̬̤̮̻̻̥͈̘̓ͫ̆̚i̴͉̠̘͉̦̓ͯͨ̇̃̊̍͜t͙̮̬̤͛̍̎ͯͤs͖͈̆͐́̓͋͛ ̴̩̯̘ͥ͝B̢̯̳̰ͭͪ̋͘ĕ̸̳̝̂ͤ̐̐̚h̷̖̺̱̭̟̫͚͑ͥ̏ͭ͑i̛̤̮̪͆̾ͦ̈́ͪ̍nͩͬ̅͠҉͓͖̪̹͉̹͕̭d̡̨̥͎͇̜̳̣̗̆̓ͭ̕
̟ ̼̪̮͌͋̓́T̶̹̹͚̼̗͙̆ͨͥ̆̚͠h̨͕͙̪͎̯̝͚͈̯ͮ͊̅̔͛̔ͭē̺ ̛ͯͩͤ̿̓̓̏͏̜͚̣̤̗̯̱̘ͅW̓̃҉̧̛͈̱̝̟͔̝̭ảͦ̎̑҉̜̪̤͖̥̩̕l̳̣̤̪͇͔͑̈́͂̀lͦ͐́͘͏͕̹.̭͇͕̩̦͊͒͑̌̀̐̄̈́
̳̘
̡̠͔̘͍̞ͧ́̌͐̄ͭ́Z̼͓̬̋ͫ͒͠Ą̪̥̲͌ͪ̃ͭ̎ͥ͊ͩ͘͝L͎̄̀̇̊̍̄͌Ģ̰͓̩̼̇̾͛ͪ͂ͤͭ̈O̢̗͖͖̻̥̘̯͌͋ͅ!͇͎̹ͩͣͤ
͚
̛̬͉͙̼̳̒͐̐͡T̢̯͙͖̮͔̗̃̄ͯ͞h̦͙̝̼̑̅̔͂̔e̫̞̱͎̖͓̒̅͛̋͐͗̿͒ ̷̷̦͚̼̺͖͇̖̪̃̆̈ͦ͝e̒͢҉̲̹̯̝̙̼ṅ̺̣͈̥̻͎͒ͨͭ̌̆ͥ̌t̢̩̮̉ͪͭͣ̃̄i̒͟͏̣̯͈̟̱͍͈̠̰r̞̣͚̗̆ͯ̋̎ͩ̓͛̓͡
̞͕ȅ̸̩̠̠̼̞̱̭̖ͬ̿͒̃ͤ͆ͫ̚ ̖̝̹ͤ̐̑̒͗́r̲̟̰̼̼̙̜̉̽ó̧̞͕̗͚͎̞̮͔͈̾̾́̽o̫̙̓͂m̪̤͇͚̆̒͢͢ ̡͉̤̟̜̍͌̍̾ͪ̅i̸̢̹̲̍ͦ͋́̽͐͡ͅs̤̫͓̟͍̞̙͖͗̂̈́͆͋ͩͤ̉̚ ̨͉̭̻̜̙͈̼̺ͧͬ͜ḟ̨̨̭͚̳̖̇́̉̒́ĭ̷̢̛̫̤̫̘̭͔͐̽̒ͅļ̴̡̭͓̥̦̋̂̉̀̆l̡̙̪̰̠͚ͤ̒͗͆̾e̵̡͍̝ͮ͐̑̌̓d̾̌
̢̣̯̯̃̑̈͗͛̿ ̵̡̮͖͍̺̪͎̗͒͗ͦ̎͝w͈͔̦̫ͮͦ͘̕͞î̼̥̮̜͕͇͈̥͚t̤̺̝͕̞̟̯̙ͮ̓ͣ͒h̨̜̞̟̉͒̓͒̀ ͕̫̙̇͒Z̯̜̪̘̳̮̔̊͂ͯͮ̄ͦͧ̚͝ą̡̯͚̬͉͇̎ͨ̇̈́ͨ̐͌l̜͚̠̩̠̞͗̅ͣ̃ͮ͟ͅg̢̗͕͕̺͔͚͕̬͆̄̋͑̒ͅő̱̣̿ͤͮ̋̓.ͩ
̭͕̫͔̩̣̺͔ͦ͒͌
̷̛̱̾ͧ̈ͪ͡
>> No. 23825
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23825
>>23810
Мне всегда было интересно как оно должно выглядеть.
>> No. 23828
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23828
>>23825
Тебе еще везет
>> No. 23832
>>23828
Ужасно.
>> No. 23834
А у меня всё показывает и вполне себе смотрится
>> No. 23835
>>23834
Заскринь, не будь жлобом.
>> No. 23836
>>23834
Наверняка ты анимублядок, понаставивший шрифтов с хероглифами.
>> No. 23837
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23837
Неудачники.
>> No. 23846
>>23837
Хуита.
>> No. 23847
>>23846
Хуитка.
>> No. 23848
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23848
>>23847
Хуилиточка.
>> No. 23849
>>23848
Хуизняк!
>> No. 23852
>>23849
хуизень
>> No. 23857
>>23852
Huitropoda!
>> No. 23860
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23860
>>23846
>>23847
>>23848
>>23849
>>23852
>>23857
>> No. 24097
>>23860
Хуепопопотам
>> No. 24684
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24684
Jaz McDougall of PC Gamer interviewed me for their web site, and they've posted it here:
http://www.pcgamer.com/2010/08/02/community-heroes-tarn-adams-for-dwarf-fortress/

А Нотча упомянули в блоге TF2. Завидуй, жалкий неудачник

I've been playing around with villages spreading out and supporting larger towns that arise around market locations (which are just determined by rivers/oceans and proximity to other villages and existing markets until we have more information). Here (пикрелейтед) are some highlighted farming villages and towns, letting humans play around on an island for a few hundred years by themselves. There are 199 settlements according to the legends screen. The gray squares on the detailed map are the village buildings themselves, and the crops and pastures will be spread out around them. I won't be sure how the spacing will all play out until I get to the adv mode maps, since the feel of walking between villages is important, and there will probably be a few more isolated villages (it occasionally makes them now but really seems to prefer keeping things tight). Right now the villages all have around 100 people and the largest town there has ~4000, with each farming village supporting 50 townspeople in addition to the villagers. It's not a 10:1 farmer:townsperson ratio or anything, but our maps need to be kept more varied, so the ratio is 2:1 instead at this point. It'll probably end up looking different as I play around with it, and I can make it adjustable once I settle on a system. I'd like to keep the larger towns reasonably compact so the buildings can be bunched together properly, but if it ends up being too slow I can spread out the homes as much as necessary. The overall feeling of the area should be a little less monotonous once there are some local woods and other features mixed in, and of course we're planning on eventually tormenting the villages in a variety of ways which should keep moving through settled areas exciting enough.
>> No. 24685
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24685
>It was the summer after the first year of my math postdoc in 2006 when I decided I needed to focus on DF full-time, but we didn’t really have hope for donations at that time. DF hadn’t even been released yet. I was just thinking I’d burn off my savings for a year and then get a job.
>get a job
>Toady
>> No. 24686
PC Gamer: What’s the most requested feature that you would never put in the game? Why not?

Tarn Adams: 3D graphics, I suppose, which won’t be going in for the reasons I left it behind with the first Armok, but that’s not a philosophical objection, assuming it could be done easily, so I wouldn’t say never. There are also requests to add various modern technologies, and we aren’t going to do that in DF (бля).
>> No. 24687
PC Gamer: Dwarf Fortress probably couldn’t happen on anything but a PC. What’s your favourite thing about the platform?

Tarn Adams: I don’t have a favorite thing so much as a balance of concerns mixed with inertia. I gather there are probably magical ways to download new games directly from the people that make them and get them on a console, without having to go through the console’s company stuff, but it’s easy on the PC. The keyboard is also cool. The rest has caught up more or less, as far as I can think of things off the top of my head. In our own setup, the PC is easier to concentrate with because it isn’t in the living area. It’s also way easier to develop for, for me. I don’t know what goes into developing for consoles, though independents are doing that now. I have an easier time patching things on the PC, but I haven’t done much with console internet connections so that’s probably not actually an issue. I don’t know if there are projects in ongoing development on consoles, with periodic updates like DF has, but if that’s difficult on a console, that would definitely be a problem.

RRRRRRRAGE! Репортер все интервью отзывается о Toady как о опоре и надежде PC-гейминга, и тут в конце выясняется, что единственная вещь, которая удерживает Toady от того, чтобы продаться с потрохами консольному бизнесу - отсутствие клавиатуры и проблемы с обновлением. Так как на этом месте интервью заканчивается, то у меня есть сильное подозрение, что репортер просто врезал Toady по морде и ушел.
>> No. 24712
>>24687
>чтобы продаться с потрохами консольному бизнесу
Там ни слова про то что он продаться хочет, просто говорит что на консолях будет неудобно играть и обновлять. Для вас все консоли априори говно, и когда игра выходит на консолях именно вы создаёте везде треды со словами "они продались".
>> No. 24715
>>24712
Дварфий смайлик ПЕРЕКАТИЛСЯ за камень
УКРЫЛСЯ броней, достал арабалет и с АВТОПРИЦЕЛИВАНИЕМ начал стрелять по гоблинам.
>> No. 24722
>>24715
А в ДФ можно прицеливаться самому? D:
>> No. 24725
>>24722
Да. В Adventure Mode, плюс в Fortress Mode можно самому нацеливать осадные орудия.
>> No. 24726
>>24722
А если скваду арбалетчиков дать прямую команду убить цель, разве они не в нее будут целиться?
>> No. 24732
>>24712
Просто с его игра с кучей багов никакому издателю не нужна. Даже если он выпустит её, например, через Steam, обычных покупателей заебёт при каждом обновлении начинать всё заново
>> No. 24743
>>24732
«При каждом обновлении начинать всё заново» не нужно.
>> No. 24759
>>24743
ДФачую, когда будет 1.0 уже будут добавлены все фичи, будут только фиксить баги
>> No. 24774
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24774
>>24759
>добавлены все фичи
>Dwarf Fortress
>> No. 24795
>>24743
Ты почти прав, но всё-таки этого не достаточно. Значительное число багов исправляется только при новом ворлдгене.
>> No. 25119
Zach's birthday is today, so we will be out and about a bit. Dwarf Fortress Talk #9 is up: forum thread ,DF Talk page with download. I made another post in the Future of the Fortress thread yesterday. LASD wanted me to let you know there's a Crawl Tournament going on this month, and some Bay 12 forum people are participating .
>> No. 25138
>>25119
WАГОНЫ ИЛИ SЪЕБИ!
>> No. 25631
DF is four! In terms of the public release, anyway. I stayed up past 11 trying to get the roads working so I could have a decent village screenshot for the occasion, but it is still acting up, so we'll have to settle for lousy farm outskirts. Zoomed out, with the dwarf embark wagon at the bottom and the rows of green crops at the top with some quite angular paths. The plots are allocated between crops, meadows, pastures, etc., and the boundaries should wind up meshing nicely with the roads, keeping buildings near to the road in general. Hopefully I can get this stuff sorted out, after I sleep. I should be back to bugs once I've got the village map working, but we'll see how it plays out soon enough.

Вот такой я сверхскоростной.
>> No. 25634
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25634
>> No. 25639
>>25634
PIG-DISGUSTING
>> No. 25761
>>25634
Почему с бородой? Мутант, штоле?
>> No. 25762
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25762
I guess 11AM is my new 7 now, but I should probably try to avoid that. In any case, here are some structureless villages (~700KB). I made that with several 8x8 dwarf embarks. There are little wagons scattered around. Those villages are heavily oriented toward growing crops, and a lot of them might get associated manors etc. later, the way they look, but we can play around with other kinds as we expand adventure mode.

The transcripts of the latest DF talk episode are up at the DF Talk Page, courtesy of mallocks.
>> No. 25895
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25895
I've got simple cottage + garden plot layouts now, and I ended up messing with the distribution of rivers on the world map, since most human-habitable areas just didn't have any accessible water above ground and civilization spread was suffering for it. There should be non-desert areas without surface water based on the geology, but additional underground water behavior is for later, so we're now be-rivered. This is a large map where rainfall is respected universally. Only the high-volume river squares are shown there. This may end up being the standard view, though I'm ambivalent about the little tributary stubs and exactly where the cut-off should be. Here is the same map with all the usual streams visible. Finally, here is the map showing every brook, with some highlighted drainage basins. The added information should come in handy, especially with smoothing out river valleys a bit and giving mountain ranges more character, but I'm going to pass on that for now while I continue to iron out villages. Next I need to get the people themselves appearing properly and make sure adventure mode still functions. Doing the other critters' site maps is an additional project, but a lot of the hardest work is already done there with the human layout.

Блядь! Дачный поселок!
>> No. 25896
>>25895
Всегда хотел порубить топором дачников.
>> No. 26075
>>25762
>>25895
BЛЯДЬ ТОАДИ SКЕМПS GДЕ МОИ ЕБАNЫЕ WАГОНЫ, МАТЬ ТVОЯ ШЛЮХА?!
>> No. 26077
>>26075
Форси-не форси, а на мем не похоже!
>> No. 26080
>>26077
Дфачую. Предлагаю назначить вагоноблядка на должность мудака всея ДФача, заместо покинувшего нас унафага.
>> No. 26081
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26081
>>26080
Картинку забыл
>> No. 26097
>>26077
FОРСИ WАГОНЫ @ КLАДИ ХYN

У тебя ASSPAIN
>> No. 26098
>>26081
Из какого мультика эта картинка? Сто лет ищу.
>> No. 26100
  >>26098
Будь я Сталином, я бы тебя расстрелял

А так я только Ленин, а мультик — «Падал прошлогодний снег»
>> No. 26101
>>26098
Ньюфаги не знают.
Отличная шутка, кстати.
>> No. 26104
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26104
>>26101
Это была шутка?
>> No. 26105
>>26104
А разве нет? Я как-то не верю в существование человека, который не знает об этом мультфильме.
>> No. 26158
>>26105
Нет, я знаю этот мультик, смотрел много раз. Просто название забыл, дело то давно было.
>> No. 26418
There are villager sightings... though it wasn't as satisfying the first time around, since there were 140 humans packed into a single cottage. That's fixed, but there is still quite a bit to be done. As expected, the addition of larger world populations has proved to be one of the dev page items capable of messing up the faster release schedule, and the idea now is just to push through until it works, fix some unrelated bugs and get a release up. I expect it to take a week or two yet. If the month-end break gets in the way, I'll postpone it, but it might not even come to that. It's hard to say since I'm pretty much just fixing issues and following ripples from the world gen changes and so on.

Стоп, стоп, стоп! Я не понял, это он уже новую версию намылился выпускать?
>> No. 26421
>>26418
Шибко руку не мозоль, из нового только деревни и рилейтед.
>> No. 27437
I fixed a few issues that were occasionally making the meshes defining the village plots disappear or fold back over themselves dozens of times, and I stopped historical figures from bouncing around between cottages each visit (the cottages and other small buildings are going to be numerous in the not-yet-implemented towns, so they don't have quite the same historical standing as the old hovels and that had to be accounted for). It elevates non-historical people to the previous historical status when you learn their names (and in all the old cases), and it doesn't show anybody's name until you learn it (you know everybody in your starting town). People that have things for you to do still blink, so it isn't any more difficult to find them (aside from their buildings currently being gone, so the giant crystal glass law-giver lizard demon thing was just hanging out in a cottage with a few people). They'll probably blink due to their historical importance until we've got better direction-giving and description-giving, at which point they'll probably still blink because you are looking for them and know that you've probably got the right person, so I only expect finding people to get easier, though you might have to end up asking an additional person or two if it isn't an obvious location. In any case, I won't be focusing on that kind of thing until we get down the dev page a bit. Now I'm going to revisit some of the broken bits of world gen and make sure that the entity pops and historical figures are playing nice there.

I made another post in the Future of the Fortress thread a few days ago.
http://www.bay12forums.com/smf/index.php?topic=60554.msg1491024#msg1491024
>> No. 27481
>>27437
WАГОНЫ?..
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