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Messages - Raidau

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31
DF Modding / Re: Item desctiption repository (for "extended item view")
« on: January 25, 2015, 11:44:00 am »
Example:

Battle axe
Code: [Select]
A battle axe is an edge weapon that is essentially a sharp blade
mounted perpendicularly on the end of a handle.

Dwarves can forge battle axes out of any weapon-grade metal,
though those with superior edge properties are more effective.
A battle axe may also be used as a tool for chopping down trees.

32
DF Modding / Item description repository (for "extended item view")
« on: January 25, 2015, 11:42:17 am »
The mod itself:
Extended item viewscreen

This repository on github



In this thread i will try to encourage community contributions (and track them too :) ) to the descriptions database. Any contribution is wellcome!

Currently there can be a custom text for both items and materials. You can contribute by just making a short and useful wiki article summary, or by also adding some flavor text. This is a vanilla DF database, so you generally better to focus on vanilla items and materials.

I will accept text description from any source, that can even be just a simple forum post in this thread. I will check those descriptions and include them in the mod release (and they are very likely will go to starter pack and other mods too).

Pay attention, there always must be at least 3 things described:
1. Shape of the item
2. Usage
3. How to craft it (or how the item is obtained, in general)

Total files: 164
Current progress: 5%, 8/164, everything is needed.

33
PTW, great work, also letting you know that 3.2 is in latest Macnewbie.

However: I copied the item_description folder to df/raw and to save/raw, but can't make descriptions appear in game.
Spoiler (click to show/hide)
According to debug mode this is the path the script tries to access:
Code: [Select]
/Applications/Macnewbie_9.16/Macnewbie/Dwarf Fortress/data/save/region3-lowfps\raw\item_descriptions\WEAPON\ITEM_WEAPON_AXE_BATTLE.txtNote the difference in slashes after data/save/ I suspect this issue is present on linux too.

A different issue is with material properties illustrated here:
Spoiler (click to show/hide)
Those long lines need to be formatted differently to be usable.

1. Replaced the slashes in new version (which has been released just now)

2. I tested this with twbt and its standatd text tileset. I was to lazy to switch to 2D and check how it looks :) Ok its now just "fr." and" el.", hope this will be enough for strings to fit the screen.

I think we could really need some repository with descriptions. Its quite a tedious and long work, yet all it needs is to make summaries of wiki articles :) Just need to decide which forum section that thread will suit :)

34
DF Modding / Re: skulls
« on: January 25, 2015, 08:29:53 am »
34.11 egg shell skulls

40.xx steel impenetrable skulls

Is there anything I can do to fix the skulls?

Previously attacks aimed at head selected brain as the final target in most cases (because it was internal organ of very high relative size) now relsize of skull is roughly equal to brain. Most of the time they are not inpenetrable, attacks just aim the SKULL, not brain. You can just make its relative size smaller. See body_defult.txt

35
Updated the script. Now it accepts more arguments, and that allows you to force marriage and divorce without using the GUI. So I hope the script is useful for modding now.

36
New release! Now with custom ASCII art and item value in adventure mode. Currently there are some inconvenience with images, you need to double-tab to close the image. Also image is only shown if you view description page after general information page. (like monster status in adventure mode, owned buildings list in fortress mode, or item viewscreen)

I will appreciate any code help related to how to recognize what the description belongs to if text viewer screen doesnt have parent view, and how to avoid need for double-tap restriction (so the image is not shown again once you close it)

37
Could you make some sort of user-friendly system of extentions to your visualizer? At least a place where users can put their models and the programm checks them and uses as graphics for appropriate item/material/creature? Could you implement sprite graphics for certain objects (Like item graphics in minecraft)?

38
EDIT: Also, your GetItemTypeID(item) can be replaced with item:getType() and df.item_type[item:getType()].

I always knew there is an easier way :) thanks

39
https://github.com/DFHack/dfhack/blob/master/Lua%20API.rst#screen-api

There's a description of the "pen" object there.

Well, I have read that but dont understand how to make it work, though I seem I was successfull at defining a pen :)

40
Depends what you mean by "paint".

Changing tile characters and color of those characters . (That could also be just DFHack popup with colored tiles instead of text)

41

Sorry if I wasn't clear, the idea was for a plugin jockey to suggest something about viewing images.  An image capability that would really helpful to this project, but actually building it is obviously out of scope.

The algorythm may be simple as shit, but i wish somebody explained me how to paint on DF screen using lua syntax :)

42
The TWBT, Rendermax and Stonesense demonstrated that you can do something other than putting standard-color glyphs on the screen, though it does require delving into C++.

As with the Dwarf Visualizer, this is the kind of utility that could really, really use a way to blit a bitmapped image onto the DF screen.  Or even a pop-up window from DFHack.  Then there's no need to convert everything into ASCII, and scaling is much easier.

The Rube-Goldberg method would be to put a WTF link on the page that links to a local image file that would appear in the user's default browser.

I tried to find a way to paint a colored pixel image, but DFHack screen painting system is too complicated for me, have no idea how to make something actually appear on the screen :) ... Thats a task for DFHack devs, not me (at least at this moment).

43
Best to figure out which resolution works best with which size. I could imagine that a 1024 set and a set for 1920 would be reasonable. Same images, just compressed size for the people with smaller screens.

Do you have an extra tileset for this? Like a text-only tileset, or is your ascii image displayed in actual characters/glyphs/text?

That is default text tileset for TWBT. Default game with ASCII graphics will have the same look (in text view screen). I did not put any time into making special artwork or tileset variation. People always can manually switch between ascii image sets (i think LNP mod merge will work).

44
I think black and white ascii is perfectly fine.

Is the size affected by the tileset you use? Did you try this out with Twbt? It looks like you got a pretty high screen resolution, I'm just wondering what happens to people that play on a netbook/laptop.

Its twbt. ASCII is not compatible with traditional tileset mode, most  it looks like rubbish :). I tried that earlier. Yeah, I m ising 1920x1080 monitor, ASCII with fullscreen but in small window its not enough screen space to show whole large image (like example ones).

45
Quite easy, to be honest.

Now there can be an ASCII image for every item type (and subtype), and every creature/caste pair.

They are quite large and tend to occupy most of screen space, but that problem is to be solved in the future. I need some advice on how to make popup window stick to the bottom of the screen and how to dinamically change game's zoom level.

A good ASCII artist could make small images that look cool, but I just used avaliable image converter to make some examples.

I did not add any fancy things like different quality images or different images for different professions yet, but its quite possible.


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