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Messages - Elbow

Pages: [1]
1
DF General Discussion / Re: Future of the Fortress
« on: August 23, 2023, 03:52:06 am »
But simulating actual geologic history between plates would be, like, a whole program to itself. Like Universe Sandbox but for a single planet.

Aw, how hard could... the mantle's fluid dynamics(?) be to model and simulate?  :P

2
Huh... I mean, I kinda just took the raws of snapping turtle man and sperm whale man and swapped the names and references. And the references do spawn and work just fine. I'll try this out again though. Thanks for the help, you aren't condescending.

If you end up using ANIMAL_PERSON_LEGLESS use tail attack, but keep kick if you stick with ANIMAL_PERSON. If assigning limbs they don't have to attacks (ie beak attack to basking sharks with no beaks) is what prevented them from spawning legless kicks'd probably screw you over just as hard and not sure how clear I made that. Hope it works out though.  :-\

3
For the record if you're trying to make Street Sharks, throw [CV_REMOVE_TAG:AQUATIC] and [CV_ADD_TAG:AMPHIBIOUS], followed by [APPLY_CURRENT_CREATURE_VARIATION] immediately after [APPLY_CREATURE_VARIATION:ANIMAL_PERSON]. You should probs only use [APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS] if they're staying in the water... I think. I mean not necessarily, I'm pretty sure snail men use that too, but you get it. :P

Code: [Select]
[CREATURE:CAVE_FISH_MAN]
[COPY_TAGS_FROM:FISH_CAVE]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
[CV_REMOVE_TAG:AQUATIC]
[CV_ADD_TAG:AMPHIBIOUS]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_TAG:BODY]
[CV_REMOVE_TAG:BODY]
[APPLY_CURRENT_CREATURE_VARIATION]
[BODY:HUMANOID:SIDE_FINS:DORSAL_FIN:TAIL:HEART:GUTS:ORGANS:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]
[GO_TO_END]

This portion of the Cave Fish Man raw should actually give you a great place to start from if you want 'em on land. Not saying you can just plug in "basking shark" where relevant (you might be able to) but yeah.

Code: [Select]
[CREATURE:ORCA_MAN]
[COPY_TAGS_FROM:ORCA]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:orca man:orca men:orca man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:orca woman:orca women:orca woman]
[SELECT_CASTE:ALL]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:TAIL_ATTACK]

This portion of the Orca Person raw should give you an idea of how the aquatic basking shark man might look

EDIT: (I got some stuff wrong, forgot to tell you to add amphibious, etc.)

EDIT2: Sorry if this seems condescending as hell, I'm an idiot and odds are you know way more than me but this is the kinda dumb crap I've been running into and if it doesn't help you maybe it'll help someone else.

4
Alligator snapping turtle man
Code: [Select]
[CREATURE:ALLIGATOR_SNAPPING_TURTLE_MAN]
[COPY_TAGS_FROM:ALLIGATOR_SNAPPING_TURTLE]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:alligator snapping turtle man:alligator snapping turtle men:alligator snapping turtle man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:alligator snapping turtle woman:alligator snapping turtle women:alligator snapping turtle woman]
[SELECT_CASTE:ALL]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:MOUTH_BITE_ATTACK]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[GO_TO_START]
[NAME:alligator snapping turtle man:alligator snapping turtle men:alligator snapping turtle man]
[DESCRIPTION:A person with the head and shell of an alligator snapping turtle.]
[POPULATION_NUMBER:5:10]
[CLUSTER_NUMBER:1:3]
[MAXAGE:60:80]
[CREATURE_TILE:'t']
[COLOR:2:0:0]
        [OUTSIDER_CONTROLLABLE]

Basking shark man
Code: [Select]
[CREATURE:BASKING SHARK MAN]
[COPY_TAGS_FROM:SHARK_BASKING]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:basking shark man:basking shark men:basking shark man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:basking shark woman:basking shark women:basking shark woman]
[SELECT_CASTE:ALL]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:BEAK_BITE_ATTACK]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:900:734:568:366:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100]
[GO_TO_START]
[NAME:basking shark man:basking shark men:basking shark man]
[DESCRIPTION:A huge person with the head and tail of a basking shark.]
[POPULATION_NUMBER:5:10]
[CLUSTER_NUMBER:5:10]
[MAXAGE:60:80]
[CREATURE_TILE:'S'][COLOR:7:0:0]
[COLOR:7:0:1]
        [OUTSIDER_CONTROLLABLE]

I am not doing anything wrong, as far as I can see. The [OUTSIDER_CONTROLLABLE] at the end of both was me testing if they could exist at all. And they couldn't.

Well, I'm not 100% but there's a couple things I'm noticing straight off that are probably wrong with the basking shark man: you want [APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS] I think, and it would be a TOOTH_BITE_ATTACK or MOUTH_BITE_ATTACK (and TAIL_ATTACK instead of KICK_ATTACK). Also even if you get them working, bear in mind basking sharks are [AQUATIC] so they might air-drown if you try to take 'em onto dry land in their current configuration (unless the animal person creature variations remove [aquatic] tags and the like, which they... probably don't?). ie if you were making a shark man empire entity in the swamps, they all died within moments of being created and that might be one reason why you can't play as one even if you fix the tokens I mentioned ITT.

EDIT: In the same vein, your snapping turtle man actually should have BEAK_BITE_ATTACK.
Code: [Select]
[CREATURE:SNAPPING_TURTLE_MAN]
[COPY_TAGS_FROM:SNAPPING TURTLE]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:snapping turtle man:snapping turtle men:snapping turtle man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:snapping turtle woman:snapping turtle women:snapping turtle woman]
[SELECT_CASTE:ALL]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:BEAK_BITE_ATTACK]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[GO_TO_START]
[NAME:snapping turtle man:snapping turtle men:snapping turtle man]
[DESCRIPTION:A person with the shell and head of a snapping turtle.]

I don't know what you used as the template initially, but that's the likely relevant portion of the regular non-alligator snapping turtle man raw I just pulled off the wiki. Edit the names as appropriate (and use the missing bottom bit from your existing creature raw) and it should work?

Millionth edit, but this was the whole reason I responded in the first place: I feel like they'd probably have at least spawned into the world even with these issues? You just had their bite attack tokens switched around after all. I am an idiot though. If you know what you're doing just ignore me when I tell you to double check and make sure your mod file and the first line in said file are the same. ie creature_birds.txt starts with:

Code: [Select]
creature_birds

[OBJECT:CREATURE]

etc

If you're just adding these entries to the existing raws, couldn't hurt to double check that you didn't accidentally backspace a character out of this portion of the file but you're probably good.

5
Maybe post a link in one of the general raws threads.
So long as we can search for the word "Bismuth" in the modding forum and find our way here for the solution everyone should be happy. :)

Smort, alright. Done and done. Hopefully it helps some people out down the line.

6
DF Modding / Re: What's going on in your modding?
« on: January 27, 2023, 12:10:15 am »
Are you pulling your hair out and going bald because some of your military dwarves mysteriously keep going bald themselves? Are you freaking out because the dwarf you told to equip that full suit of bismuth bronze armor isn't wearing it, and now it's missing? Are you a modder who used the vanilla graphics_creatures_layered.txt as the basis for your modded race, only to discover your seemingly perfectly functional mod was causing problems with bismuth bronze? Well, it's not your fault. This is a vanilla problem - the vanilla layered graphics RAWs do not specify any sprites for items made of bismuth bronze, and the fix is super easy. Like, "one find and replace" easy.

Open graphics_creatures_layered.txt (or the equivalent file in your mod if you're dabbling with modding) in NotePad++. Open the Find and Replace window (Ctrl+H) and turn regular expressions on:
FIND:
 \[CONDITION_MATERIAL_TYPE:METAL:BLACK_BRONZE\]
REPLACE:
[CONDITION_MATERIAL_TYPE:METAL:BLACK_BRONZE]\n            [CONDITION_MATERIAL_TYPE:METAL:BISMUTH_BRONZE]

(You can probably do this without regular expressions turned on as well if that's intimidating for you or whatever, just remove the "\"s in the FIND string and "\n" in the replace. Using regex just keeps the raw file tidy.)

Et voila, your mysteriously unarmored baldies should now look like the badasses you always intended them to be. This was also probably a problem with wielded bismuth bronze weapons/picks/axes (almost certainly - no bismuth bronze sprites whatsoever are specified in the layered creatures raws, but I haven't seen the issue with my own two eyes so I'm couching this in uncertainty).

BEFORE:



AFTER:




NOTE:I don't know if updating the vanilla RAWs manually will import them to an existing save. Tested with my BF's vanilla save and a modded vanilla RAW, and unless he screwed something up in a major way it doesn't work for unmodded games without generating a new world. I know for a fact that it's compatible with existing saves when it comes to editing the appropriate file in the "installed mods" folder (see the pics above, that's my 'deep dwarf' race, and it's the same deep dwarf in both pics).  If updating the vanilla RAWs truly doesn't work for existing saves, as long as you have even *one* mod running you can maybe work around this by adding a text file which will cut the accursed vanilla file and also adding your edited copy of the vanilla file to any mod's graphics folder (or even by adding a graphics folder to an installed mod with no graphical component and doing the same - I haven't experimented with any of this though so take with a huge grain of salt).

Was advised by Shonai_Dweller to crosspost this to the modding forum so people could search the board for bismuth bronze and easily get an answer. Didn't want to make a second thread saying the exact same thing as the thread I already posted as a more broad heads up kind of thing, so they suggested bumping a general RAWs thread instead. While this is maybe not a perfectly on topic post, it is something I discovered in the course of my modding, and so here we are.  lol  :o

7
Terrific was just studying some workshop mods to work out how they did this. Figured it was something simple.
Probably should be posted in mods forum with a searchable Subject line too.

Not sure what the forum etiquette is wrt crossposting threads, feels kind of spammy in an unspoken-rules-of-forum-use kind of way but that might just be a personal hang up of mine. I was considering posting this to the modding board initially. Still not 100% sure if this was the appropriate subforum, but figured this'd be the place to post it for a more general community-wide heads up. If Toady wants to move this over there (or to some other board) or if you want to make a thread about it over there yourself, I have no objections anyway. :)

8
It's a "thin steel right gauntlet".

Ahh - just the right gauntlet? If they're carrying a weapon/pick/axe you won't see it at all like I said, all varieties of right gauntlet including artifacts will have their sprites disabled if the person wearing it is holding any kind of weapon item. That seems like the only conceivable explanation (at least from what I can glean from the raws, but I'm dumb so I might be overlooking something and there could always be a backend reason this isn't showing up on whoever has it equipped).

If it is equipped and it is because right gauntlet sprites are disabled by wielding a weapon, you could edit the RAWs to make it show up while holding a weapon (assuming your game's modded and one of my workaround ideas actually works - no guarantees there), but you probably wouldn't want to - it'd almost certainly look wonky as heck/wouldn't look like it was holding the weapon at all. If you're a talented sprite artist you could conceivably make a mod that wouldn't necessitate hiding right gauntlets when you equip weapons, but it would be an absolute ton of work. Maybe Kitfox's artists will get around to that eventually? Fingies crossed.  :P

EDIT: Oh, also, if it's on a vanilla animal-person you won't see any armor. They aren't layered sprites, so you're SOL in that department probably until Adventure Mode comes out (I imagine making layered sprites for every variety of animal person in preparation for when you can play as a Moose Woman adventurer is what will be keeping the aforementioned Kitfox artists busy for the next year or so).

9
Interesting. Does this work with other items? I have an artifact thin gauntlet that's missing a sprite.

Hmmm, if it's an artifact it should be using the artifact sprite, but if it's a bismuth bronze artifact maybe it could be causing problems with the [CONDITION_MATERIAL_FLAG:NOT_ARTIFACT] token? Can't see why that would be the case, but ToadyCode works in mysterious ways. (Like, if it's checking to see if it's bronze, then black bronze, then checking if it's an artifact and changing the sprite based on that, adding bismuth bronze could maybe fix it.)

If they're wielding a weapon (picks and axes count) and shield, you won't see them wearing gauntlets of any sort - every RH gauntlet sprite has [SHUT_OFF_IF_ITEM_PRESENT:WIELD:WEAPON:ANY] and the shield covers the other hand.

10
Are you pulling your hair out and going bald because some of your military dwarves mysteriously keep going bald themselves? Are you freaking out because the dwarf you told to equip that full suit of bismuth bronze armor isn't wearing it, and now it's missing? Are you a modder who used the vanilla graphics_creatures_layered.txt as the basis for your modded race, only to discover your seemingly perfectly functional mod was causing problems with bismuth bronze? Well, it's not your fault. This is a vanilla problem - the vanilla layered graphics RAWs do not specify any sprites for items made of bismuth bronze, and the fix is super easy. Like, "one find and replace" easy.

Open graphics_creatures_layered.txt (or the equivalent file in your mod if you're dabbling with modding) in NotePad++. Open the Find and Replace window (Ctrl+H) and turn regular expressions on:
FIND:
 \[CONDITION_MATERIAL_TYPE:METAL:BLACK_BRONZE\]
REPLACE:
[CONDITION_MATERIAL_TYPE:METAL:BLACK_BRONZE]\n            [CONDITION_MATERIAL_TYPE:METAL:BISMUTH_BRONZE]

(You can probably do this without regular expressions turned on as well if that's intimidating for you or whatever, just remove the "\"s in the FIND string and "\n" in the replace. Using regex just keeps the raw file tidy.)

Et voila, your mysteriously unarmored baldies should now look like the badasses you always intended them to be. This was also probably a problem with wielded bismuth bronze weapons/picks/axes (almost certainly - no bismuth bronze sprites whatsoever are specified in the layered creatures raws, but I haven't seen the issue with my own two eyes so I'm couching this in uncertainty).

BEFORE:



AFTER:




NOTE:I don't know if updating the vanilla RAWs manually will import them to an existing save. Tested with my BF's vanilla save and a modded vanilla RAW, and unless he screwed something up in a major way it doesn't work for unmodded games without generating a new world. I know for a fact that it's compatible with existing saves when it comes to editing the appropriate file in the "installed mods" folder (see the pics above, that's my 'deep dwarf' race, and it's the same deep dwarf in both pics).  If updating the vanilla RAWs truly doesn't work for existing saves, as long as you have even *one* mod running you can maybe work around this by adding a text file which will cut the accursed vanilla file and also adding your edited copy of the vanilla file to any mod's graphics folder (or even by adding a graphics folder to an installed mod with no graphical component and doing the same - I haven't experimented with any of this though so take with a huge grain of salt).

11
DF Modding / Re: What's going on in your modding?
« on: January 13, 2023, 01:15:05 pm »
Cutting my .50 modding teeth by messing with creating a custom entity with a custom creature (fantasy... caveman - is that even a thing? why am i doing that? I really couldn't tell you) using custom graphics larger than the default single 32x32 tile all the other playable races seemingly fit into, and I've just been staring at the vanilla layered tile raws for 2 days, dreading it. Not even 100% certain that's going to be possible. It should be: a human holding a halberd uses the LARGE_IMAGE tag, so why not a human holding its limbs and torso together... but you never know. I've got a feeling this is going to be a lot like adding workshops to ASCII/OEM DF, only like... twice as painful to get to the point where doing it is trivial? On the bright side it really seems like it'll be pretty intuitive once I actually... like... internalize how to do actually do any of it. 



I never have, toad wizard. I never have. :'(

(An aside, but what's the etiquette/legal mumbojumbo when it comes to posting what we're doing when what we're doing involves Premium sprites. I understand we can't freely distribute whole mods that reuse/recycle the premium sprites, and those mods should be kept to the Steam store, but what actually counts here? Like I was thinking of just using vanilla dwarf heads and I'm using vanilla statues for scale since layered sprites are all chopped up by default. I took it upon myself to draw over them for my purposes shitposting here - if I hadn't, they'd have been trivial to yoink. Was that necessary or am I being... overly conscientious/downright paranoid?)

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