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Messages - Vattic

Pages: [1] 2 3 ... 293
1
DF Modding / Re: What causes the 'fatty' problem?
« on: May 07, 2023, 07:33:38 pm »
Most/all scaled creatures use BODY_DETAIL_PLAN:STANDARD_MATERIALS but with skin, leather, parchment, and hair removed. This leaves fat as the first material defined (would have been skin if not removed). I suspect it's defaulting to the first material.

If you want to fix it you need to give them leather, or remove the token taking it from them.

2
DF General Discussion / Re: Future of the Fortress
« on: May 06, 2023, 05:21:20 pm »
Quote from: Vattic
The current non-layered graphics definitions seem to be a very cut down version of what we had with graphics sets. The main addition being caste specific graphics.

Do you plan to bring back a similar level of flexibility that has been lost in the move to premium. Specifically:
a) the ability to set graphics for individual professions. Layered conditions only include broad categories that don't even contain a bunch of professions such as doctors, bards, mercenaries, nobles.
b) the ability to set graphics for the different soldier types: recruit, swordsman, elite swordsman etc. This can be somewhat achieved using layers and item wielded conditions, but not for wrestlers or the elites.
c) same, but for some of the stranger ones: ghosts, prisoners, slaves, adventurers etc.

Does this not work?  I didn't change the syntax.  Where it says "ANIMATED" or "DEFAULT" in the creature graphics txt files, you should be able to put GHOST or etc. as well.  It's still checking in the code for professions and types as well.

Turns out you mostly can. Far more work than I thought, but there are more than a few that no longer work.
Are we likely to get these back?

3
DF General Discussion / Re: Future of the Fortress
« on: April 16, 2023, 02:36:53 pm »
The current non-layered graphics definitions seem to be a very cut down version of what we had with graphics sets. The main addition being caste specific graphics.

Do you plan to bring back a similar level of flexibility that has been lost in the move to premium. Specifically:
a) the ability to set graphics for individual professions. Layered conditions only include broad categories that don't even contain a bunch of professions such as doctors, bards, mercenaries, nobles.
b) the ability to set graphics for the different soldier types: recruit, swordsman, elite swordsman etc. This can be somewhat achieved using layers and item wielded conditions, but not for wrestlers or the elites.
c) same, but for some of the stranger ones: ghosts, prisoners, slaves, adventurers etc.

4
DF Modding / Re: Editing a mod in an active save in 50.x
« on: April 14, 2023, 05:26:26 pm »
For the giant birds the error is because the default graphics raws are trying to define graphics for creatures that the mod is removing. I have read this doesn't cause any issues beyond errorlog spam, but can't speak from personal experience.

The other error is weirder. TRAPS_WEAPON is the name of a tilepage. In the vanilla raws it is defined in 'data\vanilla\vanilla_items_graphics\graphics\tile_page_items.txt'. It is then referred to in the file mentioned in your error. The error implies the tilepage has not been defined in your raws.

Your crashes might not have anything to do with these errors. They would have been present from the start. It's hard to say from the information given.

5
DF Suggestions / Allow us to specify a base image for CUSTOM_RAMP
« on: April 14, 2023, 05:11:18 pm »
For grasses that use CUSTOM_RAMP it uses the plant's GRASS_1 image as the base and then layers images from ramps_overlay.png to create the various ramp directions.

I would like it if we could specify an image for use instead. Depending on the style of graphic mod it can be the case that none of the GRASS_# images are suitable for this use, but a user specified image used only there can be made suitable.

Alternatively letting us specify images for all the ramp types would also solve this problem.

6
DF General Discussion / Re: Future of the Fortress
« on: April 05, 2023, 07:37:56 am »
In the last FotF reply you mentioned above ground plant graphics getting some love. These questions possibly relate.

As things stand grasses can have their growths (flowers and buds) displayed as a layer above the base tiles. This does not work for other plants from what I can tell?

Spoiler: examples (click to show/hide)

Strawberries do kind of have their growth displayed, but in an unusual way. They have two sprites, one with and one without the fruit. Using SHRUB_PICKED for the sprite to use when it has no strawberries. Before they have the growth they are using SHRUB_PICKED, once grown SHRUB. Gathering destroys the plant so SHRUB_PICKED is never actually used for the picked plant.
Spoiler: example (click to show/hide)

My first question is whether you plan to allow us to specify graphics for each individual growth as with grass? This is preferable in my opinion as it allows for plants with multiple harvestable growths to display correctly and for plants to flower or display other growths independently. I had assumed this was the case having seen grass, but the way strawberries have been handled makes me wonder.

My second question is whether you intend to implement graphics for dead plants as in the text mode? As things stand you can't tell without mousing over them. It's annoying when designating individual plants for gathering.

Third is the same, but for specifying graphics for dry and dead grass?

7
At the moment attacks with MAIN are 100x more likely than attacks with SECOND. I suggest this be replaced with a weight instead. Alternatively replace MAIN with 1, SECOND with 2, and allow 3,4,5 etc.

Reason being I dislike kicks and bites being about as common, both being SECOND.

8
DF Suggestions / PREFSTRING should be usable for castes
« on: February 05, 2023, 06:57:42 pm »
Likes bulls for their curved horns etc.

9
Utilities and 3rd Party Applications / Ngram Word Generator
« on: January 20, 2023, 02:06:17 pm »
Generates new words that look like those in existing language raws (modded or vanilla).

Download

I've been adding new words to the game and needed translations that fit in with the existing languages.

This is the first time I've tried releasing a Python script as a .exe so I'd be interested to know if it runs on other systems. The source is also included.

It has a few limitations, though some help the words fit in better:
- first and last few letters of each word will match an existing word
- it can't generate words smaller than 4 letters

I have plans for another generator without these limitations, but it won't be able to generate words for modded languages. Can't figure out how to extract the syllable structure from a list of words algorithmically.

10
DF Dwarf Mode Discussion / Re: Should Size matter more?
« on: January 18, 2023, 10:43:27 am »
There are ways it could matter more realistically. A bunch have come up on the suggestions board before.

I think it would make sense to have special attacks only available with a large size difference. Like a giant being able to stomp it's foes, hitting them all over.

Also it seems strange to me that a dwarf can choke a giant to death. How'd you get your hands around a giant's neck?

from a DF Talk episode (emphasis mine):
Quote
Quote from: Capntastic
Will you be able to climb things in the future, like climb a dragon and punch its brain?

Quote from: Toady
There's the issue with ... It's a question of multi-tile creatures partially - which is a difficult problem - but just the fact that there's the wrestling, and even without multi-tile creatures you've got things like groundhogs that can currently jump up and bite your eyes. That's one of the problems I'm having when I was doing my groundhog tests: twenty versus a guy with a knife, who wins? If the groundhog problem is solved, which it needs to be solved - not for this release most likely but at some point - then that means that that same thing will happen to you when you're fighting a giant creature. I think it would be cool to jump up on things, beyond just Shadow of the Colossus it's a common thing in Ray Harryhausen stuff and so on. So with the large creatures I think it'd be really cool to jump up on them and climb them and swing from them and so on. It wouldn't be as dramatic visually of course as Shadow of the Colossus but it certainly would be a lot of fun.

11
DF Modding / Re: Question about removing the LARGE_PREDATOR -tag
« on: January 08, 2023, 10:49:15 pm »
Once GCS have wandered off the map cave dragons can spawn.

As I understand LIKES_FIGHTING has been retired.

12
Strange Adventures in Infinite Space is the most similar of the suggestions.


13
Sadly not. It was back when indie games were typically sold from their own sites rather than Steam, GoG etc.

In terms of theme it was more traditional brightly coloured adventure with stereotypical pirates and similar. The movement on the map was very primitive, no granular sailing, just nodes.

14
You moved between islands on a ship. Top down map. Each island was an multiple choice event. Everything cost or gained you supplies. The idea was you'd go out and to get a high score make it back home alive. Probably 10+ years old now.

I believe the same people made a very similar sci-fi game.

15
The mayor already speaks with unhappy dwarves. Maybe have dwarves with unmet needs talk to them before they get so sad and let the mayor generate a report (represented as a screen you can access once you have a mayor?).

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