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Topics - Rose

Pages: [1] 2 3 4
1
Tilesets and Graphics / Vanilla HD ASCII Tileset.
« on: May 05, 2019, 03:58:22 pm »
I like to play ASCII.

I also have a 1440p monitor.

To that end, I've made this:



You may also use it.

2
Utilities and 3rd Party Applications / Mod Tool: Color Picker
« on: April 14, 2019, 05:45:32 pm »
Typing out all the color variations for a modded creature's skin is tedious.



This is easier.

Features:
  • Select graphically from a list of colors
  • Copy the formatted list of colors to clipboard, ready to paste directly to your raw files.
  • Paste line of colors copied from raw files to see how it looks.

Download Here

3
DF Suggestions / Have beard styles for civs other than just Dwarfs
« on: March 27, 2019, 10:57:38 am »
Currently, dwarfs are the only civ that has varying beard stylings, with every other race just having unkempt maximum length beards.

This should clearly be rectified, possibly with non-dwarf civs having a leaning towards shorter beards, or being clean shaven.

4
DF Suggestions / Sparring should count as a social interaction.
« on: September 09, 2018, 05:54:59 am »
I noticed that my squad of soldiers that have been training together for over a year are only passing acquaintances. I would assume they'd know each other a bit more than that.

Ideally, sparring and training together should count as a social interaction both in terms of needs, as well as forming relationships.

5
DF Suggestions / Personal ethics.
« on: May 07, 2018, 05:45:25 am »
Currently, DF has a list of ethics that are set for an entire civilization, which decides how likely civs are to go at war with each other.

It would make things more interesting if they would extend to the personal level as well, with some variation from dwarf to dwarf. This would work together with the existing personality facets to guide how dwarfs react to various situations.

For example, a typical dwarf will tolerate animal trophies, and won't bat an eye at them, while a few individuals may find them to be distasteful, and get into a bad mood from seeing them, while some others may find them perfectly acceptable and might even get a good thought from them.

6
DF Community Games & Stories / Needle fortress.
« on: April 07, 2018, 03:19:13 am »
The idea is simple. 1x1 fort, max possible Z levels.

Who's in?

7
Creative Projects / I need 3d models of DF stuff.
« on: April 03, 2018, 02:14:22 am »
Some of you may know that I work on Armok Vision, a 3D DF renderer.

Problem is it needs a ton of artwork, and I'm not that good of a an artist myself.

That's why I'm asking for help. I need 3D models of DF Items, and buildings. Most don't have any models at all right now, or have crappy placeholders. I'm using a scale of 1 tile = 2m*2m*3m, but that may change if things seem too small, in which case, I'll just double the size of everything.

I have lists of all items and buildings in the game, which can be used to quickly see what doesn't have any artwork yet.

Items.
Buildings.
Anybody who wants to contribute can pm me for edit access.

Models can be in any format that Unity supports, and any parts of buildings that should just represent individual items the building is made from should be a separate mesh.

Thanks in advanced.

8
DF Suggestions / Dwarf Necromancers
« on: December 02, 2017, 01:25:04 am »
With how easy it is to get your dwarfs turned into necromancers in this latest version, it's about time to re-work the way they manage in fortress mode.

The current way they work is that, while the dwarf stays loyal even after becoming a necromancer, any zombies he raises are not, and will attack everybody in your fort.

There's two ways to solve this problem, that I see.

  • Make any dwarf that becomes a necromancer an enemy of the fort, and be treated as such
  • make raised dead follow the alliance of whoever raised them, including being friendly towards your fort memebers.

In the case of the second one. the raised dead would then have the same enabled labors as their master, but otherwise have zero skill, with no ability to gain any skill, so they always act as a novice.

This way, they can still be useful fort members, but won't replace skilled dwarfs.

If this is enabled, then the necromancer can also be allowed to raise dead during peace-time, instead of only during war, possibly under the control of the player.

Then we can have a zombie workforce building us a tower.

9
Poll is here.

TL;DR, I want to attempt to make an android remote for Adventure Mode.

10
Creative Projects / Japa's Artaday
« on: August 26, 2017, 09:44:00 am »
Spoiler: Day 1 (click to show/hide)
Skipped days for far: 0

11
Creative Projects / I need creature sprites for Armok Vision!
« on: August 24, 2017, 10:58:25 am »
Okay, so here's the deal.
I'm working on a program that shows fortresses in glorious 3D, with creatures all shown as sprites, colored and scaled appropriately, as shown in exhibit A:


Problem is, I have artwork for the civilized races, a couple animals and scary beasts, and that's about it.

That's why I'm asking for help.

I'm not much of an artist (much more of a programmer) but we have plenty of great artists here that would definitely be up to the task, if willing.

How it works:

All sprites in Armok Vision are made up of one or more layers that can optionally be colored and turned on/off depending on what the creature is wearing, or hairstyle, etc.

The whole collection is then scaled according to the size of the creature, according to whatever base size is written down as being the base size of the creature. For example: I re-use much of the same sprites for humans, elfs, goblins, and elephant-men, with the base size of the sprite being the same for all of them (Slightly smaller than a dwarf, because they're drawn slightly smaller than how the dwarf is drawn) but then the sprite is scaled up a little for humans, a little less for goblins and elves, and a lot for elephant men.

Not all sprites need layers, though, but for creatures that can have different variations in skin or hair color, it gives some nice variation.

For coordination, I've made a sheet with all the creatures in DF, found here:

Sheet

If you want to try some artwork, just PM me your email, and I can give you write access, and you can claim whichever sprite you want to do.


12
Utilities and 3rd Party Applications / World Explorer
« on: July 13, 2017, 01:20:37 am »
Making a thread to move the discussion out of the DFHack thread.

So the idea is to export an entire DF world to an external program, as a one-time operation (As opposed to Armok Vision, which is realtime)

How would be the best way to do this?

One idea was Unreal Engine, but I don't know how well it handles 10,000 square KM of terrain out of the box.

I'm partial to Unity, mainly because I know it, but it, too would need trickery to support loading that much terrain.

13
DF Community Games & Stories / Ineth Zafal, a Humankin fortress
« on: June 14, 2017, 05:04:49 am »
Story

There's been a growing problem in the Charcoal Wheel. One that is starting to seriously worry any self-respecting dwarf.

Humankin.

Dwarfs that identify themselves as humans. They shave their beards, and walk around on the surface, and sometimes even talk about the weather!

Fortunately, Kind Odom Pillarstab has come up with a solution!

A group of seven Humankin have been rounded up, and have been chosen to start a new fortress, of their own. Far away from the caves that they have turned their back on.

It will be called Zafal Ineth, Air City, and will be their new home, forever.

Rules:
  • Turns last 1 ingame year, or two weeks, whichever happens first.
  • Everything must be above ground. Digging is allowed, but humans can't tunnel, so holes must either be open to the sky, or floored over with constructions (After the natural ceiling is removed)
  • The city is divided into a 5x5 grid. Every player get 1 city block, to do with as they choose, on a first come first server basis. Once 25 players are signed up, new players can join a block made by a previous player, with the agreement of that player.
  • Building or digging in another player's cell is not allowed.
  • The spaces between the blocks are roads. They can only be removed for upgrading.
  • C3, the center, starting tile, is designated as a quarry, that everybody can dig from.
  • Woodcutting outside your square is allowed on unclaimed squares, but try to only do it in moderation, out of consideration for later players who also need wood.
Player List:
ABCDE
1.Bearskie..deathpunch578
2.GraebeardneblimeSanctume.
3.Maximum SpinJapa.bloop_bleep
4.RedMageCole.JStheguy.
5.....
  • Japa: C3
  • neblime: C2
  • RedMageCole: B4
  • Sanctume: D2
  • JStheguy: D4
  • Japa: C3
  • Maximum Spin: B3
  • neblime: C2
  • bloop_bleep: E3
  • Bearskie: B1
  • Sanctume: D2
  • Japa: C3
  • JStheguy: D4
  • Maximum Spin: B3
  • Paddywagon Man
  • Bearskie: B1
  • Graebeard: B2
  • deathpunch578: E1


Map:


Current Save

I am taking C3, and will set up basic accommodations, and will make the initial road grid.

14
Currently, graphics packs only allow setting sprites on a per-creature basis, such as [CREATURE_GRAPHICS:DWARF]

It would be better if they could be set on a caste-basis as well, such as [CREATURE_GRAPHICS:DWARF:MALE]

15
Utilities and 3rd Party Applications / Generated Creature Renamer
« on: January 26, 2017, 02:14:13 am »
I've made a DFHack plugin that parses through all generated creatures in any save file, and gives them names that match their description.

This means that graphics pack makers can actually give randomly generated bests sprites that at least somewhat match them.

It turns this:

Code: [Select]
FORGOTTEN_BEAST_1
FORGOTTEN_BEAST_2
FORGOTTEN_BEAST_3
FORGOTTEN_BEAST_4
FORGOTTEN_BEAST_5
FORGOTTEN_BEAST_6
FORGOTTEN_BEAST_7
FORGOTTEN_BEAST_8
FORGOTTEN_BEAST_9
FORGOTTEN_BEAST_10
FORGOTTEN_BEAST_11
FORGOTTEN_BEAST_12
TITAN_1
DEMON_1
DEMON_2
DEMON_3
DEMON_4
DEMON_5
DEMON_6
DEMON_7
DEMON_8
DEMON_9
DEMON_10
DEMON_11
DEMON_12
DEMON_13
DEMON_14
DEMON_15
DEMON_16
DEMON_17
DEMON_18
DEMON_19
DEMON_20
NIGHT_CREATURE_1
NIGHT_CREATURE_2
NIGHT_CREATURE_3
NIGHT_CREATURE_4
NIGHT_CREATURE_5
NIGHT_CREATURE_6
NIGHT_CREATURE_7
NIGHT_CREATURE_8
NIGHT_CREATURE_9
NIGHT_CREATURE_10
NIGHT_CREATURE_11
NIGHT_CREATURE_12
NIGHT_CREATURE_13
NIGHT_CREATURE_14
NIGHT_CREATURE_15
NIGHT_CREATURE_16
NIGHT_CREATURE_17
NIGHT_CREATURE_18
NIGHT_CREATURE_19
NIGHT_CREATURE_20
NIGHT_CREATURE_21
NIGHT_CREATURE_22
NIGHT_CREATURE_23
NIGHT_CREATURE_24
NIGHT_CREATURE_25
NIGHT_CREATURE_26
NIGHT_CREATURE_27
NIGHT_CREATURE_28
NIGHT_CREATURE_29
NIGHT_CREATURE_30
HF27 DIVINE_1
HF27 DIVINE_2
HF27 DIVINE_3

Into This:
Code: [Select]
FORGOTTEN_BEAST_dimetrodon
FORGOTTEN_BEAST_quadruped
FORGOTTEN_BEAST_blob
FORGOTTEN_BEAST_honeyeater
FORGOTTEN_BEAST_crab
FORGOTTEN_BEAST_snail
FORGOTTEN_BEAST_crocodile
FORGOTTEN_BEAST_alligator
FORGOTTEN_BEAST_humanoid
FORGOTTEN_BEAST_dimetrodon1
FORGOTTEN_BEAST_nematode
FORGOTTEN_BEAST_quadruped1
TITAN_quadruped2
DEMON_assassin bug
DEMON_gecko
DEMON_tick
DEMON_iguana
DEMON_deer
DEMON_tortoise
DEMON_tortoise1
DEMON_raccoon
DEMON_tortoise2
DEMON_llama
DEMON_tortoise3
DEMON_scorpion
DEMON_snail1
DEMON_pterosaur
DEMON_quadruped3
DEMON_leech
DEMON_louse
DEMON_sauropod
DEMON_antlion larva
DEMON_humanoid1
NIGHT_CREATURE_humanoid2
NIGHT_CREATURE_humanoid3
NIGHT_CREATURE_humanoid4
NIGHT_CREATURE_humanoid5
NIGHT_CREATURE_humanoid6
NIGHT_CREATURE_humanoid7
NIGHT_CREATURE_humanoid8
NIGHT_CREATURE_humanoid9
NIGHT_CREATURE_humanoid10
NIGHT_CREATURE_humanoid11
NIGHT_CREATURE_humanoid12
NIGHT_CREATURE_humanoid13
NIGHT_CREATURE_humanoid14
NIGHT_CREATURE_humanoid15
NIGHT_CREATURE_humanoid16
NIGHT_CREATURE_humanoid17
NIGHT_CREATURE_humanoid18
NIGHT_CREATURE_humanoid19
NIGHT_CREATURE_humanoid20
NIGHT_CREATURE_humanoid21
NIGHT_CREATURE_cavy
NIGHT_CREATURE_lizard
NIGHT_CREATURE_moose
NIGHT_CREATURE_koala
NIGHT_CREATURE_tortoise4
NIGHT_CREATURE_pangolin
NIGHT_CREATURE_chinchilla
NIGHT_CREATURE_monitor
NIGHT_CREATURE_tortoise5
NIGHT_CREATURE_tortoise6
HFhumanoid22
HFhumanoid23
HFserpent

As you can see, much more friendly.

I haven't tested it in adventure mode, but fortress mode didn't have any issues with it, and an angel that I spawned into fort mode successfully took the graphics that I set to it.

The plugin will be in the next DFHack release, but if modders need a build for testing, I can provide one.

A full list of the possible name suffixes is here: https://hastebin.com/wajehazola.txt

Also, as you can see in the list above, duplicate names get numbered, so a graphics set will need to repeat entries for common types, like humanoid.

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