Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dirtcopter77

Pages: [1] 2 3 4
1
I sent a contact form to reclaim the file on DFFD, so the description and link back to this thread should be up again soonish depending on how swamped Janus is with reclamation requests and general site maintenance after the downtime.

Also hello Janus if you're reading this! Yes, Dirtcopter78 on DFFD is really me.

Edit: That was fast! :D The DFFD listing is back in working order.

2
But it is!

No worries, I know it's a compliment. "Cryptic" just struck me as an amusing way to describe it, although I guess it's accurate  :)

3
First! :D
...
It's amazingly cryptic! Guess it'll fits perfectly with some vampire tales 💀

I'll take that as a compliment!  :D

4
~ [16x16] Storyteller v2: New and Improved! ~


    I don't know if anyone remembers good old storyteller v1 which I posted here a full decade ago (man, time flies), but although I stopped updating it on the forums long ago I have been continuing to rework and refine it in the years since. With the Steam release just around the corner, I figured now would be the perfect time to finally unveil it to the public.

    Like the original, this tileset aims to reproduce blackletter script, a.k.a. gothic script, in Dwarf Fortress to give the stories it creates the rich and historic ambiance of a medieval text.

    Also available on DFFD in case of imgur downage.

~ Screenshots ~

Spoiler: Adventure Mode (click to show/hide)

Spoiler: Worldgen (click to show/hide)

Spoiler: Fortress Mode (click to show/hide)

Spoiler: Stocks Screen (click to show/hide)

~ Q & A ~

Q: What's changed between v1 and v2?
A: Pretty much every tile has been modified in some way. Some just by a few pixels, others completely reworked. The numerals 0-9 and most special symbols (Greek letters, special punctuation, formula symbols, etc) were redrawn from zero to better fit the intended style of the pack. Shading was also completely reworked across the whole tileset. Several important text characters (uppercase and lowercase letters + common punctuation) were modified to improve readability, such as it is.

Q: Why make a new thread for this instead of bumping the old one?
A: Aside from the fact that it would be a 10-year necropost, which is pretty incredible, I really didn't want to go back and cringe at my "witty" teenage writing. Considering the extent of the update I figured a new thread was justified anyway.

Q: Is v1 still available anywhere?
A: I don't have it on my computer anymore, but it's probably still buried in the depths of this subforum somewhere if you care to go digging. I don't.

Q: Isn't this pretty unreadable? How do you play like this?
A: Readability is not a main focus of this tileset, obviously, but I can tell you that you do get used to it. I can read it as easily as Arial at this point, but admittedly it's been the only tileset I've used for the past 10 years.

Q: Will this be posted on the Steam Workshop?
A: Maybe eventually. To be honest, I'm an ASCII freak and prefer the look of the old free version and probably won't be upgrading to the paid one. As much as I'd like to support Bay 12 monetarily, I can't really justify purchasing a version of the game I'll probably never play on my current budget. If there's ever a steep sale or if I'm ever flush with cash then I might buy the game and upload this tileset to the workshop, but no promises.

Q: What colour settings are you using in the screenshots?
A:
Code: (colors.txt) [Select]
[BLACK_R:21]
[BLACK_G:19]
[BLACK_B:15]
[BLUE_R:45]
[BLUE_G:90]
[BLUE_B:160]
[GREEN_R:72]
[GREEN_G:122]
[GREEN_B:18]
[CYAN_R:25]
[CYAN_G:140]
[CYAN_B:140]
[RED_R:160]
[RED_G:20]
[RED_B:10]
[MAGENTA_R:122]
[MAGENTA_G:54]
[MAGENTA_B:117]
[BROWN_R:150]
[BROWN_G:75]
[BROWN_B:55]
[LGRAY_R:171]
[LGRAY_G:170]
[LGRAY_B:167]
[DGRAY_R:111]
[DGRAY_G:105]
[DGRAY_B:111]
[LBLUE_R:100]
[LBLUE_G:110]
[LBLUE_B:225]
[LGREEN_R:125]
[LGREEN_G:185]
[LGREEN_B:55]
[LCYAN_R:67]
[LCYAN_G:205]
[LCYAN_B:197]
[LRED_R:220]
[LRED_G:50]
[LRED_B:20]
[LMAGENTA_R:209]
[LMAGENTA_G:121]
[LMAGENTA_B:204]
[YELLOW_R:230]
[YELLOW_G:180]
[YELLOW_B:55]
[WHITE_R:232]
[WHITE_G:227]
[WHITE_B:232]

5
How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?

I think ranged attacks borrow the properties of the ammunition's melee attack, which obviously includes attack type and probably the other properties too. In other words, stabbing someone with a bolt should be the same as shooting them with it aside from velocity (which makes sense). I'm not sure how that would work with multiple attack declaration (e.g., being able to stab and slash with the ammo for some sort of dagger thrower). Maybe the first or last defined would take precedence?

I'm not at my computer right now so I can't test any of this, unfortunately. Take it with a grain of salt and test it yourself to be sure.

6
Does the [ATTACK] token for ammunition affect using the ammunition as a melee weapon, ranged attacks made with the ammunition or both?
bolts being ITEM_AMMO makes them ammo, I believe. Can't melee with an arrow.
https://dwarffortresswiki.org/index.php/DF2014:Ammo_token

[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:80]
[ATTACK:EDGE:19:1890:stab:stabs:NO_SUB:1000] "tore muscle, bruised stomach" of a duck.
   [ATTACK_PREPARE_AND_RECOVER:3:3]

But you can add a "bayonet" to your crossbows:
Spoiler (click to show/hide)
Okay, thank you.

This isn't true, sorry, the [ATTACK] token always defines a melee attack and you definitely can wield ammo as a melee weapon (I believe it uses the misc. item user skill). I took a screenshot for proof-- I renamed stab/stabs in the attack definition to something "humorous" and spawned an aardvark woman with a single iron bolt as a weapon. This is the attack description when selecting an attack (collapsed because it's a large screenshot):

Spoiler (click to show/hide)

7
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 21, 2022, 11:04:41 am »
So a tissue on a specific bodypart can only have one color?

Technically yes, but there are special "pattern colours" that can be used to sort of fake multiple colours on a part. See descriptor_pattern_special.txt for a list of them; you can also add your own, since it's luckily part of the raws and not hardcoded.

Pattern descriptors are used identically to colour tokens. For an example, here's how giraffe hair is coloured in the raws:
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_BROWN_WHITE:1]
[TLCM_NOUN:hair:SINGULAR]

And the descriptor it's referencing:
Code: [Select]
[COLOR_PATTERN:STRIPES_BROWN_WHITE]
[PATTERN:STRIPES]
[CP_COLOR:BROWN]
[CP_COLOR:WHITE]

Valid pattern arguments are STRIPES, SPOTS and MOTTLED (and a couple used for eye colours).

8
DF Modding / Re: What's going on in your modding?
« on: July 13, 2022, 03:37:16 pm »
I had to rething the frequency of Elder Scrolls creatures. It seemed strange that so many (almost certainly) non-canon mounts and pets from ESO would be as common as iconic creatures such as guars and mudcrabs.
Oh, and I've also finalized Greg Keyes novels creatures, and frankly I was considering skipping a few of those. Soul-spinners and proforms play a very specific role in the soul cycle of Umbriel, which had my brain overheat. In the end I've decided to just ignore it all. Proforms are just aquatic vermin that do nothing but disgust dwarves, and soul-spinners can turn people into mindless, emotionless, yet still living husks.
Of other interesting creatures from the novels, there are the slarjei. I used the Beyond Skyrim idea of making them half-ton rodents. Josephoartigastia, a real giant rodent, weighted more than that, but a slarjei is more slender, similar to the patagonian mara in shape.

I haven't read the novels, but the Elder Scrolls has a ton of really cool stuff beneath the surface-- tons of interesting creatures and cultures that you'd never know about from playing the games unless you scour every in-game novel and environmental clue and scrap of miscellaneous dialogue for the deep lore. I like that aspect of the series, although I have to admit that some of the CHIM stuff gives me a headache. ESO may not be canon, but I can see how it would be helpful for filling out the bestiary of a mod like this.

I assume this elder scrolls mod is still a WIP? I'd be interested to see it when it's done.

9
Is it possible to make 'cursed items', as in items that apply a syndrome when worn or used?
Unfortunately no, as to make those items it would have to be solid at room temperature and thus can't transmit syndromes.

DFHack has (or had?) a script that did exactly that-- I assume it's outdated and no longer works?

10
DF Modding / Re: Editing hard-coded stuff, things outside the raws.
« on: July 03, 2022, 04:57:26 pm »
There is no way to edit things outside the raws, at least without decompiling the .exe and modifying the source code directly (which takes a lot more technical and programming know-how than raw editing, obviously). From my interpretation of the copyright info in the readme, however, distributing a modified version of the game binary (even not for profit) would be a copyright violation. I cannot stress this enough, do not distribute a modified Dwarf Fortress.exe.

If you go down this route you might be able to distribute the final product as an xdelta patch, which is a common way for fan translation projects to avoid the legal issues of distributing modded binaries-- they're essentially a file that contains only the difference between two binaries and can be used to patch one into the other. Don't take this as advice, though. I wouldn't expect Toady to approve of such a project since he seems (justifiably) defensive of the source code and hasn't given the go-ahead to any similar projects as they've been discussed over the years, at least to my knowledge.

11
DF Dwarf Mode Discussion / Re: Dumb Genius Idea
« on: June 22, 2022, 08:28:28 pm »
I remember reading somewhere that in the case of overlapping rooms split tile values are split between the different rooms rather than being added in full to each, although I don't know for sure if that's true.

12
DF Modding / Re: Accented characters in item names
« on: June 19, 2022, 05:38:18 pm »
That's because the raws are not encoded in Unicode, they're also encoded in cp437. The ┬ appears because in Unicode á is a 2 byte code point and the game is showing both bytes as separate characters.

Edit: in utf-8 á is 0xC3 0xA1 which in cp437 are ┬ and á.

I realized I could just copy-paste the á in ngalák in dwarf.txt and that worked, although it does feel a bit cheaty. Thank you for the clarification, though-- the raw file I made was still using the default utf-8 encoding and that was part of the problem.

13
DF Modding / Accented characters in item names
« on: June 19, 2022, 02:43:24 pm »
I'm working on a raw overhaul for personal use and part of that is making some fixes/changes to abacá trees, one of which is putting the diacritic in the name. I know raws use unicode and DF uses CP437 and you have to sort of translate between them if you want to put special characters in strings, but I managed to find the correct unicode character to input to get the á in-game (or so I thought?)-- the problem is that for some reason an extra character (┬) appears before it. Does anyone know what's causing this "ghost" character to insert itself? I've included a picture so you can see what I'm talking about.


14
Other Games / Re: Foxhole - Running with rifles but with crafting
« on: February 10, 2017, 02:51:32 pm »
I'll definitely be giving it a try once I'm free in a few hours. I'll add an edit with my first impressions after I've played a bit.

EDIT: Well, it's definitely a pre-alpha game. The controls are very clunky - it almost reminds me of DayZ in the early days, but maybe that's just the graphic style. The inventory system is interesting and I like being able to make your own fortifications, so I'll keep an eye on it. But until they make it feel "snappier" and more responsive I can't see it competing with RWR.

15
Other Games / Re: Fallout 4: It Just Works
« on: October 19, 2016, 01:32:20 pm »
(Snip)

That's a great write-up. I always wanted to try Survival Mode, but it's save system turned me off of it. I loved New Vegas's hardcore mode with jsawyer.esp, but I also like being able to quit when I want without losing up to half an hour of progress. Not to mention the risk of getting killed instantly by mines, mini nukes or just getting stuck in the ground and losing progress that way. I wish they made that part optional.

Pages: [1] 2 3 4