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Messages - Fuco

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1
DF General Discussion / Re: Dwarf fortress posters
« on: August 03, 2011, 08:56:14 am »
Printing the cave-in one. Amazing, thanks.

So, how big of a poster would be wise to print? In cm/in please. I want the biggest possible that will still look good ;)

2
DF General Discussion / Re: Pathfinding module
« on: June 05, 2011, 08:10:27 am »
  I'm not a compsci person, so I don't know the lingo, but I've always wondered if it might be easier to program DF to path like a real person would path - by landmarks.

Indeed it is possible, the data structure used is called http://en.wikipedia.org/wiki/Navigation_mesh and it is used probably in every "big" game.

I would certainly not rule out the possibility of using this as a viable pathing strategy in DF. But in some respects, it's very similar to the hierarchical pathfinder suggested earlier.

3
OK I don't know if you've fixed it, but the tileset changer, and actually all of the settings stuff is "odd". It seems it simply get the default file and fix some hardcoded values. Please change only lines that has to be changed.

4
Hi

I've made a script that will add [CASTE_NAME] tags with male and female variants of names for all vanilla (and possibly also modded) creatures. It works by first looking at the [NAME] tag to extract the actuall names of the creatures, and then appending [CASTE_NAME] definitions in [CASTE:FEMALE] and [CASTE:MALE] (other castes are not changed). The new name is simply "oldname male" or "oldname female" (so "dog male", "dog female", "horse male"...).

The use of this is, it helps you to differentiate between genders on screens that do not show gender. Some of those include z->animals, cage/rope assign menu, pit menu, units screen, and probably some more. This will increase your selective breeding program productivity by 1000% guaranteed :)

The script is written for unix bash system, which I'm sure some of you are familiar with. Even if you can't code/use it, it's very simple (this tutorial is for a unix/linux/macos machine -- windows users, I'm sorry, you'll have to ask your nix friend :))

Instalation

1. open console (shell) window

If you do not care about this, here's a one-liner command to do the all the work:
Code: [Select]
wget http://dasnet.cz/fuco/df/gender.txt && mv gender.txt gender.sh && chmod 700 gender.sh
otherwise, here's the complete explanation:

2. download script here http://dasnet.cz/fuco/df/gender.txt using
Code: [Select]
wget http://dasnet.cz/fuco/df/gender.txt
3. rename the file to gender.sh with
Code: [Select]
mv gender.txt gender.sh
4. set file options to allow execution
Code: [Select]
chmod 700 gender.sh

Now, to "fix" a (single) file, you need to do the following:
(the script to fix "all" or multiple files below)

1. if you use files from windows, you have to get rid of CR characters (remember, unix uses \n, windows uses \n\r)
this can be accomplished by two commands, first is rather simple
Code: [Select]
dos2unix creature_domestic.txt (where creature_domestic.txt can be name of any creature file)
This will transform the dos line ending into unix line ending.

If dos2unix is not available on your system, you can use another command
Code: [Select]
tr -d '\r' < creature_domestic.txt > creature_domestic-unix.txt && mv -f creature_domestic-unix.txt creature_domestic.txt make sure the two filenames are different. The filename after < is input, the filename after > is output. The command after && will rename the temp file back to the original -- replacing it

2. run the script itself
Code: [Select]
./gender.sh creature_domestic.txt > creature_domestic-fixed.txt the first argument is UNIX-line ending raw file, the file after > is output.

You can also save it to different directory under the same name with (but the directory has to exist beforehand, you can use 'mkdir fixed' to create it)
Code: [Select]
./gender creature_domestic.txt > fixed/creature_domestic.txt

How to "fix" multiple files
1. make a directory tofix
Code: [Select]
mkdir tofix
2. move all files you want to fix to this directory (use cp or mv commands)

3. make a directory fixed
Code: [Select]
mkdir fixed
4. execute:
Code: [Select]
for f in tofix/*.txt ; do tr -d '\r' < $f > ${f}-unix.txt && mv -f ${f}-unix.txt $f && ./gender.sh $f > fixed/`echo "$f" | awk '{split($0,a,"/"); print a[2]}'` ; done
If you're using UNIX-based raws, you can use the shorter
Code: [Select]
for f in tofix/*.txt ; ./gender.sh $f > fixed/`echo "$f" | awk '{split($0,a,"/"); print a[2]}'` ; done
this will "fix" all the files in the directory "tofix" and place fixed files in directory "fixed"



The script is messy -- it's bash, it's supposed to be that way. However, if you want to improve it, feel free :) (also, I suck at bash :P)


5
DF General Discussion / Re: What music do you think fits DF?
« on: December 31, 2010, 11:30:20 am »

6
DF Modding / Re: Rawscript 0.66
« on: December 26, 2010, 06:13:17 am »
Sweet, I do a lot of number shifting here and there! This seems like an excelent tool for the job :) We might even steal it and implement in this: http://www.bay12forums.com/smf/index.php?topic=64569.0 (still WIP) :)

I'm going to my grandparents now, when I get back I'll test this a bit more and provide some more feedback.

7
DF Modding / Re: Rawscript 0.65
« on: December 25, 2010, 03:55:18 pm »
So can this do something like "select all CLUSTER_NUMBER tags and multiply first argument by 2 and second by 3?" (clusternumber has 2 params defining an interval - size of the pack)

I can't make much from the readme ;( I guess that RAW_MULT should do this, but I'm not quite sure.

8
Haven't died yet, actually, after finals I'm planning to get a bit back into DF :) Nice update by the way!

9
DF Modding / How can I make humans to bring exotic animals?
« on: December 24, 2010, 09:41:50 am »
I hope elves are not hardcoded to do so.

10
DF Dwarf Mode Discussion / Re: Game of Life dwarfputing megaproject
« on: November 02, 2010, 08:33:16 am »
Next time my friend and I get into a Dwarf Fortress v Minecraft debate, I'm gonna drop this on him. And he will lose.
Minecraft is capable of computation: http://www.youtube.com/watch?v=LGkkyKZVzug

Edit: someone beat me to it :(

11
Well, guys... Civ V is out :D This complicates things.

12
So how long until this evolves into a point and click RAW builder with checkboxes for the tokens and tutorials? Its already an excellent modding tool. Loving the look of the new version.
The point and click checkbox thing isn't exactly what I'm going for, however, that's what Arni was trying to do (I'm not sure if he dicontinued or is just busy right now).

I'm looking more towards the features any decent IDE can provide.

I can code the java part just fine (altho I wouldn't refuse help), the problem is with the RAW database. I am in no position right now to simply write it myself. It'll contain 2000-3000 tokens (the whole RAW language) and span dozens of pages. The main part of the program is already done, aside from some save/load/reload stuff and simple project management (that can be finished within short period of time).

So what I'm saying is
a) you'll have to wait few weeks because I have other things to do (mainly college) and I can't devote a full week to work on the RAWs.
b) someone will help out :O. So far, nobody was interested.

13
[NEW_DOWNLOAD_ADDED:DOWNLOAD_NOW!]

Update & new pic in OP as well

14
Stuff works really well, but there's a problem with large files. The swing architecture and some peculiar classes (Document is thread-safe?? WHY) don't like each other, and the UI simply lock up.

Other then that, the context-sensitive AC and HL is finished. When I figure out how to create a proper GUI I'll release some test version... Maybe I'll try out SWT ~_~

15
Oh well, the new model builder seem to work. Now for some autocomplete fancy dialog and I'll put up some demo app for you guys.

One result of the added comment system is that the treeview is cluttered with "comment" nodes. Even a "\n" sequence is considered comment, same goes for each whitespace sequence. I'll filter the tree one I figure out how to do it efficiently (TreeModel filter is NOT the way to go). I'll probably just build two models...

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