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Messages - Sirmaril

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1
Thanks Dirst for your idea. I implemented it and uploaded a new version for all to try out, let me hear what you all think of it.

2
Hi Repseki!

Thanks a lot, and to answer your question. You can set it to default, but it'll be a bit special. Since Dwarf Fortress uses normal txt files for modding it's a bit problematic to set the language highlight to default to special extension. It much easier with Java for example since all of it's file have .java as extension.

You can set my highlight to default to txt files, but then it will hilghlight also normal txt files. If you are ok with this here's how to do it:

Spoiler (click to show/hide)

3
Hi ArchbishopDave!

Replying by mobile so I apologize for the short and terse post.

I wasn't suggesting that the nested tags be collapsible or anything, just that they're their own color, signifying that subsequent tags are probably related. I think DF just looks for the next unrelated / unexpected tag, and that would be a nightmare to replicate. As for the transparency thing, right clicking the color box sets it as transparent. Not home, or I'd just paste the export of mine as example.

Thanks again!

Sorry I wasn't clear enough, but I understood what you wanted, but I cannot do it. I tried and searched on the internet but without any success. What you want is a pretty nice idea but as far as I know I cannot do it.

Thanks for the information about setting the colour to transparent. I tried looking for it but all I found was info on how to make the editor window transparent. I didn't found info in documentation for UDL either, so thanks for the tip, it'll make things easier for me.

With best regards,
Daniel.

4
DF Modding / Re: Notepad++ highlighting mod remade
« on: May 25, 2016, 02:57:56 am »
Hi ArchbishopDave!

Sorry for answering so late, but I've been quite busy lately.

1. The only a single ATTRIBUTE_TAG is included in the ruleset. STRENGTH is the only one that is color coded (and in group 4). Below is a link to the page that lists them all, but it doesn't seem to actually have the tags associated with them. I took what I found quickly in creature_standard though.

http://dwarffortresswiki.org/index.php/DF2014:Attribute

Spoiler (click to show/hide)

2. A Couple of high level CREATURE_TOKEN seem to be missing.

STRANGE_MOODS and OUTSIDER_CONTROLLABLE are ones I immediately saw.
The CREATURE_TOKEN (Caste) MULTIPART_FULL_VISION is as well.
Should probably be level 3 with the rest of the high level tags.

Thanks for that info, it really helped me to find my mistakes.


3. The rules for comments causes some strange tagging to occur in some strings. See spoiler for examples. Looks like the comma is really the only one that would be used regularly and cause this problem, but DF doesn't need to escape it. Where is that used as a separator in the modding language? In any case, very small problem.

Spoiler (click to show/hide)

Yes, it's quite a problem when it comes to comments. Actually comma was my way of trying to help out with the comment highlighting, but it didn't help. Problem is that some comments begin or contain a colon, ":" somewhere in it and Notepad++ interprets that as an operator and then it highlights whole string black. It looks bad in comments, but it causes problem other way around when as you pointed out it highlights DESCRIPTION tokens incorrectly. I think that I will remove this rule that treats comma as an operation breaker, maybe it'll look a bit better.


4. Really Small Issue
SET_SCHOLARS_ON_VALUES_AND_JOBS appears to be a high level ENTITY_TOKEN but is set to a different level than all of the others? It is 4, while most others are 3. ( [MERCENARY] for example is Green, while it is Orange)

This will be fixed in version 1.2, I forgot to do it in this release.


Other Comments

At some point, it might be good to split the different high level tags (Group 3-Green) into another, one that accepts arguments and one that does not. So something like WOOD_WEAPONS and PERMITTED_JOB, while being the same kind of token have different rules. Perhaps the color difference could be subtle in this case.

This note is a slippery slope, but perhaps tags that expect nested values could have their own color as well? For example, the POSITION ENTITY_TOKEN. Truth be told, I have no idea how DF decides that the next tag is not a part of it when reading the raws. Maybe just the first time it runs into something non-valid? In any case, someone messing with the raws I'm sure knows, but it still might be a good feature to have.

I use a different standard color set for my text viewing (dark mode). When using the language, the background color for all tokens is set to white instead of translucent.

As it was pointed out already your idea is great, but it'll not work with how Dwarf Fortress's language is build up. When it comes to dark mode I couldn't find a solution to make background of highlights transparent, I will look more into this later, but for now I've made a separate version where background is set to black.


All in all, awesome work! As I said at the beginning, this is really helpful with just letting me scan something and immediately find what I'm looking for. Thanks!

Thanks a lot, I'm happy that it helps you.

5
Hi Folks!

I come with and update. I added some missing tokens and added a dark mode as an option. Tell me what you think and tell me if I missed something again.

6
DF Modding / Re: Notepad++ highlighting mod remade
« on: May 23, 2016, 03:46:11 am »
Hi folks!

Thanks for all your input. I will try to implement your suggestions ASAP, although I won't be able to work on it this week since I need to finish my project for my university class.

About comments in DF files. I cannot make them any better than they are right now. Problem is that when you put colon, ":", anywhere in the comment it will interpret is as an operator, and then it will highlight the rest of the line accordingly. I've managed to work around it by making any other punctuation character an operator stopper. I wanted to set whitespace as such, but sadly it's impossible. If DF files had a designated comment operator, like say Java has "//" it would be mush easier, but ATM I cannot do anything about it.

7
DF Modding / Re: New Notepad++ raw file highlighting mode!
« on: May 22, 2016, 12:27:36 pm »
Hi folks!

I forgot to post here earlier, but I have updated the highlighting mode to the newest DF version and it can be found here: http://www.bay12forums.com/smf/index.php?topic=158324.0 Tell me what you think there.

8
Hi everyone!

This is my first utility mod for Dwarf Fortress. This is expanded version of "Notepad++ raw file highlighting mode" made by Kazimuth, since he seems to have abandoned it, and the Bay12Forums, his post can be found here: http://www.bay12forums.com/smf/index.php?topic=130510

What does it do?

This file can be used by Notepad++ editor to highlight syntax used in Dwarf Fortress moding. You can change the default colours I chose by following the instructions down below or in the download file. You can see how it looks here:

Spoiler (click to show/hide)

What's new?

Spoiler (click to show/hide)

How to use it?

A simple how-to guide is included in with the download or you can check the spoiler here:

Spoiler (click to show/hide)

Download

Mod file and how-to guide can be downloaded here: http://dffd.bay12games.com/file.php?id=12053

Progress so far.

So far I've managed to give it a basic functionality I wanted. You can open any file like d_init.txt in data folder or entity_default.txt in raw folder and get a helpful highlighting. I'm not sure if i have included all the tokens so if anything is missing please let me know.

Known issues.

Some tokens are used differently in different files so sometimes some odd words may be highlighted, event though they shouldn't be highlighted here, but they are useful elsewhere.
Comments, highlighted blue, are highlighted black after colon, ":", there is nothing I can do about that, it's just a limitation imposed by Notepad++.

Found any errors, missing tokens, etc.?

If you do please comment here.

9
DF Modding / Re: New Notepad++ raw file highlighting mode!
« on: May 21, 2016, 04:32:50 am »
Ok folks!

Now I feel motivated to do this. I will try to do my best, but I must say I'm quite fresh to the modding of DF so I still need to learn a lot, but finding and separating tokens won't be too hard for me.

Thank you for your suggestions Thundercraft and Putnam, this will help me a lot.

I can't promise when I will come with the updated version of this highlighting file since I have a last project that I need to hand in in my university class, but after next Sunday I'm free.

When I'm done with this I'm thinking of starting new thread on the forum and posting a link to it here. Do you guys think it's a good idea or should I just post this here? I'm thinking that having my own thread will help me to keep track of comments and suggestion you'll come up with and it'll make it more easily accessible.

I'm also thinking about making a picture guide showing how you can change colours used in highlighting so you can adapt them to your needs.

10
DF Modding / Re: New Notepad++ raw file highlighting mode!
« on: May 20, 2016, 03:57:21 pm »
I've uploaded the file to DFFD http://dffd.bay12games.com/file.php?id=12053

I need to update it since there is a lot of new tokens, if you want to help me comment with tokens that are not working properly.

11
DF General Discussion / Re: Dwarf Fortress 40_10 Starter Pack r4
« on: September 05, 2014, 03:02:39 am »
I'm experimenting with using a different page for unstable or incomplete faster updates - if you decide to use it, please read the disclaimers. 

It's over here.

Maybe you could post the link to this unstable version on the main post so we could find it in the future.

12
Hi Meph

Great work, keep up the good work. I don't want to complain or anything, but if I remember corectly you said that every crops that grow underground have their seed called spawn like "plump helmet spawn" and that they can be planted year round. But if you chose the option to MORE PLANT TYPES in Settings.exe then it's mixed up again, aboweground crops with spawns intstad of seed and vice versa. Txt file with extra plants is called plant_florafauna_ff.txt so if you want to repair it you know where to look.

You could also update the changelog on the bottom of first post so it's up to date.

And maybe make the new pets gender more distinguishable from eachother when you embark, like female dew bettle, male dew bettle.

13
Hello there everyone!

Long time since I last played MDF, I'm very happy with the progress made with this mode, keep them coming. My new fort is doing great. But now I came across this THING, I'm not sure what it is. My bowyer withdraw from the society and made this:

Spoiler (click to show/hide)

Can anybody tell me what it is, maybe it's some kind of a bug? I'm using the newest version per se. I didn't altered any of the settings, exept for using my own graphic pack, but I only changed one picture in data/art folder so it don't make any difference.

14
I want to report that magma sauna vent does not work. I tried building it to of a stairwell leading to magma one level below. I tried doing it like this:
Spoiler (click to show/hide)
Nothing worked, everitime when I tried to do something it said that I need to have a magma, what can be the problem?


EDIT:

I tried to change the dimensions of sauna vent and it worked, but since I suck at making the workshops it looks like crap.

Ergo, to make them work you need to make it bigger.

15
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: November 20, 2012, 12:58:30 am »
Sorry, double post.

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