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Messages - Raidau

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16
So... oil has a sharpness? Ok.

Edit: (to say something constructive at least): Do you think it makes sense to post so many numbers? People that know what the molar mass, shear yield, impact yield, etc, mean are usually the same that can read raws.

But this should be a help for players, easy to understand. Maybe it could be more user-friendly, using descriptions/adjectives instead of numbers?

If someone provides me enough adjectives to express all the complexity of DF material properties, I will include this :) But I think the numbers and comarison percentages are good for the time being

UPDATE: updated the script  :)

17
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r1
« on: January 27, 2015, 11:14:22 pm »
Does my function library has any chance to be included in DFHack release? I made reaction class and material reaction product lookup, subtype lookup, some other stuff... My scripts use those quite frequently and i wonder if someone else could be interested.

18
So i wrote a little help/tutorial (to be continued, maybe with something more functional) for gui programming with dfhack. You can find it here

Also i'll try and answer/help any questions in that regard here.

The relevant help section is here: linky

Awesome! I wished to know how to make those widgets work. Looks like first step toward my mod's main menu :)

BTW is there a way to change character colors within same screen wihout writing it from scratch? EDIT: looks like its all about different pens..

Could you please explain how properly add dynamical stuff like tooltip string for currenly selected choice?

19
Ooh hey I have a suggestion now.

Replace this:
Code: [Select]
table.insert(list,"Temperature: "..item.temperature.whole.."U")
...with this:
Code: [Select]
table.insert(list,"Temperature: "..item.temperature.whole.."U ("..math.floor((item.temperature.whole-10032)/1.8).." C)")
(I can't make the °-sign appear right :()

Well, right, I was thinking on that but somehow decided to just pass it by. The temperature grade in DF is strange in many places... Its just not like real-world temperature, U suits better XD. Gonna add this by your request.

The material data is currently shown for every item, but sometimes it does not make sence, I agree. Thats just one of the things I ignored for the start :) The ignored item type list can be done with ease

20
I believe MapCache is only a wrapper, so you should be able to get the same data from map blocks directly (although I'm not exactly sure how).

Yeah, blocks contain information about inorganics the tiles consist of. But the data structure there is complicated

21
probe plugin may be the answer, since it gets the tile material somehow. I wish to implement tile material related things in my mod :)

22
DF Modding / Re: Item description repository (for "extended item view")
« on: January 27, 2015, 08:02:34 am »
It's magic, isn't it? The text viewer doubles as the ?-key help screen viewer with all the tags it entails. You can decrypt the help files to find out more about the syntax.

Yeah, its actually the same. But after it is rendered no changes can be made to the text, so i cant change it like the item view screen. If someone finds the way to make game open specific WTF file anytime I wish, let me know :)

23
Yo I caught a dumbass little bug in how soap materials are reported.


Looks like i was hasty adding those usage lines when decided to make it show actual result instead of just plain "used to make soap". Fixed that

24
Hmm now that i look at this, you are using default viewscreen and just adding new strings to it. Maybe it would be better to have a new screen alltogether (and then e.g. canceling would quit from both screens). Though you would need to re-implement old behavior (reaction products?) but you could have more features (e.g. hyperlinks for item material/syndromes/castes/whatever, inline ascii art).

If you would like that i could try to make tutorial-ish viewscreen example.

Well, dfhack screens are a big mystery for me. Are you talking about a full reimplementation of item view screen built inside a single DFHack screen? Hyperlinks and all that kind of stuff would be incredible, but that will take a lot of time (I am trying to finish my Natural Balance alpha and upload it ASAP).

There is an upside of using existing DF screen - it supports truetype.

All the modders (I suppose) would appreciate such tutorial :)

25
DF Modding / Re: Item description repository (for "extended item view")
« on: January 26, 2015, 11:12:53 pm »
show_ascii_unit  :o

Do I understand the code correctly and the creature description might also show an ascii image of it?

Same for plants, trees, inorganics, from rocks, ores, gems to metals and misc stuff like coke, amber or pearlash? (hardcoded mats without RAW access)

Spoiler (click to show/hide)

Sure. Actually you can access hardcode materials in reaction raws (ASH:NONE is the token pair for ash). DF does not allow you to inspect trees and plants, unfortunately (while they are part of the map).

Init script in Natural Balance even changes BUTCHER_SPECIAL of builtin materials and adds 2 reaction classes to glass  :P

I had some success in inserting anything i wish into unit description string. It even supports tags like [P] and custom color! (If you modify it in runtime, raws accept only one line without tags). I even inserted 8k character-long ascii image :) (without dfhack window, just the DF text screen). But most of the time the game just crashed and i could not locate the reason for that. I removed line feeds,  changed character set, converted everything to DF, but still it crashed a lot, so i gave up that idea.

26
Fracture/Yield are in Kilopascals, btw.

thx, but I think i better omit the units to make lines shorter :)

27

ASCII pictures are still not displayed. Is there some configuration I'm missing to make them work?


"ascii_item" and "ascii_unit" arguments enable corresponding ascii art

UPDATE: Added the script and the repository to GitHub

28
DF Modding / Re: Item description repository (for "extended item view")
« on: January 25, 2015, 12:50:20 pm »
Spoiler (click to show/hide)

Included this. Thanks for contribution  :)

UPDATE: Added all the item files to github (this also includes all subtypes). Most of the files are blank now

29
DF Modding / Re: Item description repository (for "extended item view")
« on: January 25, 2015, 12:47:38 pm »
Your list of items is rather short.

No instruments, tools, crafts, armors, shields, clothing, siege engines, ammo?

I did not fill it yet, gonna think on how to organize everything in more suitable manner

30
DF Modding / Re: Item description repository (for "extended item view")
« on: January 25, 2015, 12:29:32 pm »

Something like that?

Well, generally yes. There always must be 3 things described (at least).
1. Shape of the item
2. Usage
3. How to craft it

This is mostly a quick reference for the new players. So they dont get too confused when they start to play and learn about the game.

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