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Messages - bartavelle

Pages: 1 ... 14 15 [16] 17 18 ... 25
226
DF Modding / Re: Feature questions
« on: January 13, 2008, 03:51:00 am »
AFAIK, mood work like this:
* Mood type is a short at offset 0x1f8, just as described (babies have mood 8!)
* Material requested/types are stored in four short vectors at 0x2bc, 0x2cc, 0x2dc, 0x2ec
* The skill that will be advanced is at 0x2fc (short)
* The created artifact name is stored like the dwarf name (first name string, nickname string, lastname offsets in the lang file) at 0x3b4, and the flags at 0xe4 |= 8

Some details about where the 0x3c and 0x3b constants are put would be interesting, as for me 0x3c is the material designation for clothes, and thus doesn't match any of my findings!


227
DF Modding / Re: Feature questions
« on: January 12, 2008, 03:50:00 am »
Thanks for reporting this, i wish somebody would report a fell mood!

228
DF Modding / Re: Feature questions
« on: January 08, 2008, 03:26:00 pm »
Oh! I just reversed how it worked, so next versions will have this.

229
DF Modding / Re: Feature questions
« on: January 08, 2008, 01:17:00 pm »
you can tame anything, yes

230
DF Modding / Re: Feature questions
« on: December 26, 2007, 05:49:00 pm »
I guess you will have to test! But i'm afraid it's likely to turn out "fine".

231
DF Modding / Re: Feature questions
« on: December 21, 2007, 10:38:00 am »
There were some issues, i reposted an updated .zip.

If there are errors, run it from the command line and copy/paste errors on the "discussion" page of the wiki.


232
DF Modding / Re: Feature questions
« on: December 21, 2007, 08:54:00 am »
Oh, and it's not for the faint of earth! Might crash and burn.

233
DF Modding / Re: Feature questions
« on: December 21, 2007, 08:54:00 am »
Ready for download : Dwarf companion page

for now it doesn't let you edit the name, but in the future it could let you:
* edit the first name
* "assemble" the last name, as it must be made of dwarven words
* change the language of the last name, having your dwarves using elven names for your storytelling

The most important feature is already there, killing your nobles at the butcher shop by setting the "butcherable" flag  :)


234
DF Modding / Re: Feature questions
« on: December 21, 2007, 04:20:00 am »
Don't be too eager ... I'll soon (next year i guess) release my prototype, but it's python with several additional modules and dll's. It will require the installation of those packages, and might not be so great.

However I'll eventially write à C/C++ version that will quite likely use the dwarf fortress utility framework and will allow easy installation.


235
DF Modding / Re: Feature questions
« on: December 20, 2007, 08:55:00 am »
Updated the screenshot ...

Something funny happens when you put the slaughter bit to a dwarf : it gets butchered, and leaves a shoe  :)

butchered dwarf


236
DF Modding / Re: Feature questions
« on: December 18, 2007, 01:41:00 am »
I'll try to include foreman-like features to check if they play well with the UI. Yeah and I'm french, sorry for the english!  :)

237
DF Modding / Re: Feature questions
« on: December 17, 2007, 02:06:00 pm »
Updated the tool, new screenshot at the same place:
screenshot

Here is preliminary mood helper! Would a "cheat" feature, allowing the edition of the whole list, be useful? Or just plain cheating?  :)


238
DF Modding / Re: Feature questions
« on: December 15, 2007, 08:52:00 am »
And while i'm at it, i plan on adding:
* creature details
* mood helper (perhaps cheat?)
* statistical indicators for graphs, hopefully allowing fortress builders to evaluate their productivity. What kind of indicators would be useful ?
* perhaps when traits are well described an helper to assign dwarves to positions they will like?

239
DF Modding / Feature questions
« on: December 15, 2007, 08:46:00 am »
Here is a screeshot to a prototype "dwarf companion" i'm working on :
screenshot.

What would be useful to print on the "main" page, displayed on the screenshot? (If somebody knows how to retrieve each dwarves current tasks ...) And how would you display it? For example, right now the "wounds" column shows the biggest wound of each character, but a dwarf with all limbs hurt will look the same as a dwarf with a single limb, or organ, hurt.


240
DF Modding / Re: Dwarf Fortress Utility Framework
« on: December 17, 2007, 02:04:00 pm »
The pydbg extension is pretty cool for that kind of work.

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