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Messages - zaporozhets

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1
Mod Releases / Domestication v0.1
« on: September 10, 2020, 06:49:13 pm »
A small DFHack mod allowing creatures to be domesticated and embarked with by a given civilization with when a certain level of experience with that animal is reached.

Successful training of animals will result in some knowledge being transferred to your civilization every time the Dwarven caravan returns to the Mountainhomes.
When the level of knowledge regarding a specific creature reaches a certain threshold, that animal can then be brought with you at the embark screen.

https://dffd.bay12games.com/file.php?id=15198

Bug reports appreciated.

3
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: April 14, 2019, 09:15:52 pm »
Changing the tile doesn't help, as you've discovered, because the tree exists in the plants list as well (there's a bug involving repeated cave-ins due to maturing trees that were caved in originally, as DF apparently missed to remove those trees, so when growing they pop into existence and grow in the air, and then falls as they find there's no ground supporting them).
That's really interesting, and quite pertinent to something I'm working on, couldn't you just remove the tree from the plants list to prevent this from happening?

4
Bump, because I'd really like to see a v1 version of this.
I appreciate it.
Recently started working on this again after a leave of absence. Currently completely redoing the wall-breaching/destruction system; explosions now have better z-level support, they are now spherical rather than squared, and can be of any size/height. They now use raycasting rather than instantaneously coming into existence in their entirety, meaning that if a wall withstands a blast, anything behind the wall will survive it.

On a more technical note, some methods are finally being moved to a shared-functionality utility module, meaning less code repetition and easier to read scripts for modders.

Proper blast mining is next on the table, but I've also been thinking a lot about changing the way weapons are constructed, requiring additional tool components (maybe something like 'small mechanisms' or just 'barrels'), but ultimately allowing them to be made of either wood or metal, as thefriendlyhacker suggested back in September. This will solve the current material problems with allowing the other civs access to the guns.

Got some future features planned, but I want to keep them under wraps until I figure out if I can actually manage it, it'll also be necessary to have an easier way for people to disable the parts of the mod they don't like or don't think fit the setting of their game.

Edit:
Making progress on terrain destruction. Had some problems with the explosion algorithm when the terrain destruction parameter was set, with there being 5 seconds per explosion where the game would be frozen, but I've been working on optimizing it where I'm able.
The whole thing is now taking between ~0.01 and ~0.06 seconds for a small 3*3*3 explosion and between ~0.09 and ~0.12 seconds for a larger 5*5*7 one.


5
Mod Releases / Re: [44.12] Musket-Mod v0.5c: Experimental Wall Breaching
« on: October 26, 2018, 06:47:21 pm »
Oh, thanks for kind instruction. :D
Sorry for my insufficient explanation.
 
But i mean,
In readme file, it said this mod works only in ascii or meph graphic set.

Can i make it change to works with other graphic set?

I had played in ascii version but now i want to change graphic to spacefox.

The problem is that the tileset included with the mod is at 32x32 resolution, whereas spacefox is 16x16.
You could try simply halving the resolution, but I had a quick go in GIMP and it looks pretty bad without retouching everything.
Ideally new graphics would need to be drawn for everything at that resolution, but I'm no artist and I'm finding free time a little hard to come by ATM to even make something as paltry as my ability would allow.
Sorry I can't be more help, I do want to add compatibility for smaller tilesets at some point.

6
Mod Releases / Re: [44.12] Musket-Mod v0.5c: Experimental Wall Breaching
« on: October 24, 2018, 06:37:54 pm »
Hey, excuse me for a possibly stupid question, but does this mod work nicely with Adventure Mode? I mean, will Blunderbusses shoot in a cone and Machine Guns have short reload times, etc?

No such thing as a stupid question, nothing was made with adventure mode in mind and so there are many oddities, but as best I can tell all the weapons still function properly they just don't look nearly as cool.
For example the lightning gun is one of the most script heavy weapons and whilst it works, you'll only see the lightning briefly if at all due to the differences in timescale between fortress and adventure modes.
I'd only recommend it if you really really want guns, your mileage may vary.

Can you add tilesets that work properly with this mod?

Or, can you teach how to make tileset to support this mod?

Sure, what tileset did you want me to add?

If you want to make a tileset work yourself, you'll want to navigate to "Dwarf Fortress/data/init/overrides.txt" and add:
Spoiler (click to show/hide)
after the other tileset definitions (lines beginning with [TILESET:).

Then you'll want to add:
Spoiler (click to show/hide)
Somewhere with the other overrides (not sure it matters where).

7
Mod Releases / Re: [44.12] Musket-Mod v0.5c: Experimental Wall Breaching
« on: October 01, 2018, 09:41:32 pm »
Alright, I got something presentable at last for both the ranged weapon script and the artillery script. Both are working as intended, I even got the organ gun to work satisfying. I ended up snubbing the job completion trigger entirely and just faking work completion timers with a timeout command, which lets me do some neat stuff like leading each organ gun barrel one by one with only one job set to repeat. It fetches some fairly basic properties per artillery type now, like rate of fire for multibarrel guns and reload times. It bases hitrate and reload rate on firer skill, a shoot force property the works exactly the same as vanilla ranged weapons and lets ranged-mod handle the remaining stuff like smoke and piercing effects. I still want to expand it a bit more to let me load them with stacks of ammunition rather than single items and add let the repeat jobs increase experience properly (and let botched job like a fire command that finds no ammo to fire NOT generate experience), but right now both scripts work well enough to let me finally update my main mod.

Pasties for ranged-mod and arty-mod respectively, more details in their -usage sections: https://pastebin.com/VZ0M5F6T https://pastebin.com/bq9kutS9

And a topic in the utils subforum: http://www.bay12forums.com/smf/index.php?topic=172239

I had a quick look when it released and was very impressed with all the stuff you added (I'll need to take another look for the pseudo-completion timer stuff which I missed).
Wish I had the intelligence to make (or even use) modtool-style scripts but I find them very confusing to work with.
Not had much time to play with it in game yet though which is a shame, looking forward to seeing the organ gun in action.

Stack-loading will be really useful for a fixed MG, was thinking of using a preservable magazine item but straight-up stack loading sounds better.
Not sure what to suggest for failed fire skill gain.
Do you know about setting job.expire_timer = 20 and job.flags.store_item = true to make the job expire rather than complete?
Just seemed like something that might be useful to you.

About this...Since modding stone boiling points post-embark works, I wonder whether temporarily tagging the syndromes with that in df.global.world.raws on explosion would work.

Though one may consider it undesirable.

Thanks, I just hope better modders than I continue to run with it. DF needs guns!
Tried a few things regarding venom: flipping syndrome contact bits (did nothing afaict), attempted to insert the needed line into the raws (crashed), couldn't get anything to work. Must have just been inexperience.
In the end I just used the mods settings menu to backup all creature raws and then edit any venoms it finds to work on contact. Not a great solution, but it was all I could do at the time.

Don't suppose you have an example of how you changed boiling points to hand? NP if not.
Your way would be far superior, not sure why one might consider it undesirable given it could presumably be changed back after the bang, you might have to explain your thinking on that one.

8
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r1
« on: September 28, 2018, 09:02:43 pm »
@Fleeting Frames
Thank you very much for this, gives me a lot to go off.

9
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r1
« on: September 28, 2018, 08:04:58 pm »
Nearly all screens will pause the game. You might be able to advance fortress mode by calling logic() on the dwarf mode screen, but there's usually a good reason for the game to be paused.

What are you doing, anyway? This sounds suspiciously like some kind of always-present UI element that you're trying to add with Lua. Lua isn't very well-suited for that (well, custom screens aren't suited for that, but they're basically the only way to do that in Lua). It's easy to break the game (e.g. by not handling the options/help/movies keys properly, or just leaving the screen around at inappropriate times). I would recommend writing a plugin if that's what you're trying to do, because you can modify existing screens in C++ (and can still write the rest in Lua, if you want).

I'm working on a construction-based boat for adventure mode, the UI element is just a workaround to receive input as I couldn't find any another way of getting it (my experience and ability being somewhat limited), I want the player to be able to control it in a semi-native fashion by using the arrow keys rather than with a menu or just reactions.

I didn't really want to post anything on the forums until I had something more substantial to show than this crude prototype, but here's an idea of what I'm trying to do:


I really hope I don't have to look into making a plugin and there's another method, I've no experience with C++ and only a little experience with Java and lua.

10
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r1
« on: September 28, 2018, 04:36:13 pm »
Is anybody well-versed on constructions and materials?
I'm able to insert a lua created construction into df.world.constructions with a corresponding tiletype on the map, but it refuses to display a material and item type unless inserted onto an existing construction (e.g. a new wooden construction spawned on a stone wall displays correctly as an oak block fortification, whereas one spawned in the air is simply a "fortification").
Am I missing something obvious that links the map tile and the construction properties?
Would appreciate any help whatsoever.

Also, is there a gui element (with the onInput() method) or another means of receiving keypresses that doesn't require the game being paused like a framed screen does?

11
Mod Releases / Re: [44.12] Musket-Mod v0.5c: Experimental Wall Breaching
« on: September 27, 2018, 09:04:55 pm »
Sorry for being inactive for a bit, personal circumstances led to a temporary progress halt and my laptop has been down for the count too. Also been waylaid by a nautical side project.
Blast mining is indeed being considered, though I'm leaning ATM towards it being a workshop that can be loaded with varying levels of explosive as I've no experience with levers (but thefriendlyhacker's explosive support is intriguing and ingenious).
Destruction function now has z-level support and variable explosive size (though not yet in a circle) so Vordak's ideas will be possible, could be similar to cannon rotation whereby it can be set to explode radially or directionally with a reaction.
Appreciate all the idea discussion, it's a great help.

Is there a convenient entity file lying around?

I'm afraid not, the mod has injected the appropriate entity stuff into the existing entity file(s) for a while now so people who didn't have any experience with modding could disable weapons they didn't like.
All the stuff is in text files in scripts/musket/entity/ and would need to be manually cobbled together. You could also use musket-settings to modify the existing entity file(s) and copy out the stuff you need.
I'm curious and I'd like to be of more help, what did you need it for?

12
Mod Releases / Re: [44.12] Musket-Mod v0.5c: Experimental Wall Breaching
« on: September 21, 2018, 04:41:25 pm »
Those testers had to be some of the worst shots in dwarven history.

Grand master dodgers and nothing else, they ended up getting swept along by the current to the lower part of the arena still fighting amongst the burning logs and steam. Great fun to watch.

13
Mod Releases / Re: [44.12] Musket-Mod v0.5c: Experimental Wall Breaching
« on: September 21, 2018, 03:36:05 pm »
You need to point the firer to the unit working the job first, else it'll try and copy a nothing. I thought not having a firer was intentional though, since it creates hilarious friendly fire incidents :)

Oh, I meant for the blunderbuss not the cannon. Nope, not intentional, just being typically thoughtless.  ;D

If anyone is interested in rocket launcher progress, I found a quicker way of accessing construction materials that doesn't require the linear search through all constructions (~88000 table elements in the testing arena, performing the search 9 times for a 3x3 "explosion" was too slow) by reindexing the entries into a new table using map pos as the key rather than build order making direct lookup possible.

It now checks for wall strength and produces appropriate debris:



Just got to set it up to insert new constructions after load, or the explosion will produce gems and beds and all sorts of other random stuff. Oh, and destroy buildings.

14
Mod Releases / Re: [44.12] Musket-Mod v0.4i
« on: September 17, 2018, 10:45:45 pm »
Previously, I was plinking completed jobs from the linked list along with setting the timer to 0 in the case of firing jobs, but that did not cover cases where the job was not completed but still expired like the player canceling or the operator/building meeting some untimely demise. In that case the job would linger in the linked list and eventually return bogus values before giving a memory error. This prompted me to try and write a check to see if a job went gone on its own, but nothing I've found really works to that effect.

So, instead I'll just not use a link table and store only the job id, look for it on each iteration and drop the job id  if its not found. Least, that's the plan. My new place is short on internet connection which makes it somewhat of a pain to check general lua docs, forums, etc.

Those cases are the ones that were worrying me (and I wasn't even attempting my own list), but after messing about with synthesized fake jobs I'm a little more reassured (but still apprehensive) they're being deleted properly from the built-in job list given they're real jobs that should just be handled normally.
Annoying the list didn't work out for you, I don't really know what to suggest.

As a side note, when linking lua-created jobs into the world and assigning a worker, the job in unit.job.current_job didn't carry the same name as the one in the built-in list but dfhack.job.is_equal() reported them as being the same. Some strangeness going on there.

I'd be interested to know an average job list size after some (ingame) years of play, could end up getting expensive searching through.

If that also fails I might just have to rip off your job checker and not store jobs anywhere at all :)

Rip away, my dude. It was your idea!

Anyhow, nice going on the other improvements and fixes! Hadn't noticed the bork in the targeting, I was mostly just testing the cannon by shooting it at my own dwarves with a firer added to the cannon projectile, which prevents any kind of friendly fire (boring, but convenient for testing. Also a temporary requirement of my projectile modding script, should have that fixed soon).

If only the AI could bring guns and use them intelligently, could make turtling fortress a suicidal tactic.

Thanks, I hope they work and I credited you enough.
You're kidding me that the cloned projectiles don't have a firer ATM, right?

Just checked, crap. Also errors, double crap. Thanks for the heads up, I'll get on that now...

Edit: I remember I've tried adding it before and setting pelletProjectile.firer = projectile.firer just crashes. What am I doing wrong?

15
Mod Releases / Re: [44.12] Musket-Mod v0.5: Tesla Guns and Chemical Warfare
« on: September 16, 2018, 02:18:24 pm »
Oh, well, it's just that the head post talks specifically about scripts (which will not conflict with my mod in any way - I'm only modifying the raws), and I'm generally wary of straightaway including a huge chunk of someone else's work into my own upload, even with some changes applied.
I mean, it probably wouldn't hurt to specify that the raws are ok to use/modify too - if that's what you want. Then, some people may still be wary or just polite, but wha' can do about it :)

Ah, I see. Probably should have been more clear on that, I'll get it changed. It's nice of you to ask anyway, I'm looking forward to seeing what you get up to with them.

Oh god, does this mean I could end up accidentally knocking down trees and walls if I get careless? I mean, if so, that's grand, just because you proved it was doable.

That's what I'm hoping for. I need to get it to trigger cave-ins first, only figured out it didn't do a support check after posting the gif  :-[ (hoping a DFHack guru can help me if I don't figure it out for myself).
Accidentally flooding the testing arena was a lot of fun, but I just couldn't live with floating floors.
Need to check for material strength too (so metal walls are stronger etc).
The plan is to give the basic firearms and the rocket launcher to the gobbos to eliminate turtling as an unbeatable strategy, not sure where that will leave the elves as they don't seem very firearm-y to me.

Edit: Figured out cave-ins, but the cave-in itself is creating a small amount of magma which is bizarre. I'll keep trying. This is just going to lead to AoE2 style multi-walls, isn't it?
Not sure whether to suppress surface collapse announcements or not.

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