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Which graphics set should the Modest Mod be uploaded in next?

Afro
- 1 (0.7%)
Duerer
- 8 (5.4%)
GemSet
- 14 (9.5%)
Ironhand
- 29 (19.6%)
Jolly Bastion
- 5 (3.4%)
Mayday
- 15 (10.1%)
Obsidian
- 17 (11.5%)
Spacefox
- 35 (23.6%)
Wanderlust
- 11 (7.4%)
Other (please specify)
- 13 (8.8%)

Total Members Voted: 148


Pages: 1 ... 18 19 [20] 21 22 ... 30

Author Topic: Modest Mod v0.42.06-1  (Read 147361 times)

PeridexisErrant

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Re: Modest Mod v0.42.04-1a
« Reply #285 on: March 24, 2016, 10:49:10 pm »

FWIW I'll express a VERY STRONG preference for git/github/proper VCS over google docs or email.

This kind of structured editing is a solved problem for programmers; better to take advantage than reinvent the wheel badly!
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Taffer

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Re: Modest Mod v0.42.04-1a
« Reply #286 on: March 25, 2016, 06:18:09 pm »

My description work so far has been uploaded. Apologies if I'm not as far along as people would like: I'm about halfway through bug_slug_new. In my defence, birds_new is the largest file and almost all of it needed updating. The creature_standard file is larger, but at a glance I doubt there's anything in there in need of updating.

I first committed vanilla Modest Mod so it's easy to see precisely what changes I've made so far. There are plenty of changes here and there, so apologies for that--make use of what you want--but further diversions from vanilla aside from simplifying creature names won't occur. For what it's worth there's a proper creature_reptiles.txt update in there for the current version, with the new attacks added in where appropriate. Might help, as Modest Mod is officially still two versions behind.

As indicated in the repository an editor would be appreciated. If you're not very good at GitHub/Git and have any recommendations, feel free to send me a private message. Fire away with criticism. My ideal end goal would be to have these widely adopted (by Toady as well, if possible).

I have no intention of giving up, but I doubt I'll be done anytime soon, either. I'm not going to continue spamming this thread as my progress will be visible in GitHub.

FWIW I'll express a VERY STRONG preference for git/github/proper VCS over google docs or email.

This kind of structured editing is a solved problem for programmers; better to take advantage than reinvent the wheel badly!

I agree. Done.
« Last Edit: March 25, 2016, 06:45:14 pm by Taffer »
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Button

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Re: Modest Mod v0.42.04-1a
« Reply #287 on: March 25, 2016, 07:49:15 pm »

You guys and your going to the effort of shit I've been too lazy to do... you're making me look bad :P
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I used to work on Modest Mod and Plant Fixes.

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Igfig

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Re: Modest Mod v0.42.04-1a
« Reply #288 on: March 26, 2016, 01:38:18 pm »

Well, if we're going so far as to use real version control, then it might well be time we put the entire project up on GitHub. I'll look into setting that up sometime this afternoon.

Also, I got a start on my BODY_APPEARANCE_MODIFIER renormalization, by means of this spreadsheet. I have two versions of the output that I'm kinda torn between: one that keeps the proportions as whatever number they turn out as, and one that rounds them to the nearest multiple of 5. The latter looks slightly tidier, but can vary the true size of a creature by up to 5% (but no more). Any preference?

Igfig

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Re: Modest Mod v0.42.04-1a
« Reply #289 on: March 26, 2016, 07:20:33 pm »

All right, here's the repo: https://github.com/Igfig/ModestMod

All I've got in there so far is the latest DFFD download (with the Pheobus version as a branch), so if you could get the things you're working on right now in a branch, Button, that'd really get things into gear.

One thing I'm not sure about: should each module be a branch, or what? I don't know if that'd cause awkwardness when it comes to trying to compile the full package for release. Right now I haven't even taken them out of their zips...

Button

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Re: Modest Mod v0.42.04-1a
« Reply #290 on: March 28, 2016, 09:57:40 am »

They really should have their own branches. Merging changes from the base modest mod into all of its modules is a pain point.
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I used to work on Modest Mod and Plant Fixes.

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Malrone

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Re: Modest Mod v0.42.04-1a
« Reply #291 on: March 30, 2016, 12:33:10 pm »

Polite inquiry as to how far along the next update is?

I find myself in the curious position of waiting for mods to update for, well, all the games I frequent.
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supper

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Re: Modest Mod v0.42.04-1a
« Reply #292 on: March 31, 2016, 06:33:31 am »

Polite inquiry as to how far along the next update is?

I find myself in the curious position of waiting for mods to update for, well, all the games I frequent.

I have been (extensively) using the 42.04 version of Modest with DF 42.06. I've played through 2 forts with it and haven't had any problems. Modest may require an update for some of the newer changes, but so far I haven't come across any such case that I actually care about.

By the way, many thanks to the mod authors. Fantastic mod!
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Button

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Re: Modest Mod v0.42.04-1a
« Reply #293 on: March 31, 2016, 10:31:40 am »

Polite inquiry as to how far along the next update is?

I find myself in the curious position of waiting for mods to update for, well, all the games I frequent.

I've gotten a little sidetracked with a couple new modules. I'll make a point to release for 42.06 this weekend with or without them.

I have been (extensively) using the 42.04 version of Modest with DF 42.06. I've played through 2 forts with it and haven't had any problems. Modest may require an update for some of the newer changes, but so far I haven't come across any such case that I actually care about.

By the way, many thanks to the mod authors. Fantastic mod!

The main difference is that the 42.04 MM doesn't include the new creatures added since 42.05.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Malrone

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Re: Modest Mod v0.42.04-1a
« Reply #294 on: April 02, 2016, 07:14:53 pm »

I'll make a point to release for 42.06 this weekend with or without them.

Looking forward to it. I've always used Modest Mod, and it does me good to see it still being maintained.
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NW_Kohaku

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Re: Modest Mod v0.42.04-1a
« Reply #295 on: April 02, 2016, 08:50:38 pm »

Button, I have a minor mod mostly for personal use, and I'd like to use and package at least some of the plant and reaction aspects of Modest Mod together with it.  (Since I make some changes that would override yours, and there's little reason NOT to combine in the stuff here.) Combined, of course, with a link back to this thread.

May I have permission, pretty please?
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Igfig

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Re: Modest Mod v0.42.04-1a
« Reply #296 on: April 03, 2016, 11:06:56 am »

Button, maybe make mention in the OP that people are very welcome to use our work as a basis for their own mods? That's a big part of why I made the Modest Mod in the first place.

So yeah, NW_Kohaku, go for it!

Button

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Re: Modest Mod v0.42.04-1a
« Reply #297 on: April 03, 2016, 12:22:10 pm »

Button, I have a minor mod mostly for personal use, and I'd like to use and package at least some of the plant and reaction aspects of Modest Mod together with it.  (Since I make some changes that would override yours, and there's little reason NOT to combine in the stuff here.) Combined, of course, with a link back to this thread.

May I have permission, pretty please?

Absolutely. As Igfig said, this is one of the big reasons why MM exists.

Button, maybe make mention in the OP that people are very welcome to use our work as a basis for their own mods?

Will do!
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Button

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Re: Modest Mod v0.42.06-1
« Reply #298 on: April 04, 2016, 02:10:01 am »

Wooo it's done. (Actually it was done like 6 hours ago but I am nothing if not procrastinatey.)

I realized at the last minute that Everything Is Tameable wouldn't be compatible with Pedestals right out of the box. It should be an easy manual merge; or, if you can deal with not having Good or Evil animals, you can install Pedestals after EIT.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

KillzEmAllGod

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Re: Modest Mod v0.42.06-1
« Reply #299 on: April 04, 2016, 10:55:37 pm »

Can't seem to tan stuff, seems Grimlocke's mod was at fault.
« Last Edit: April 04, 2016, 11:22:35 pm by KillzEmAllGod »
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