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 - Weirdoinacup

Pages: [1]
1
DF Modding / Re: Furry Fortress
« on: April 11, 2015, 05:44:12 pm »
There is a tilesets and graphics subforum, but that is more for releases.

Do you mean where to put graphics in the Dwarf Fortress folder, or where to upload pictures to share?

If it is just to share a picture, you just need to upload it online somewhere, then link the image's url. It can be linked as an image using the image tags, which look like this:
Code: [Select]
[img]www.imagesite.com[/img]
Graphics in the DF folder go in the raw/graphics folder. It is a bit more complicated than normal modding, and looking at preexisting examples from other modders may help you understand how it works.

Both the image and the text file that defines graphics go in this folder. You can create subfolders, if you want. Like other raws, you will need to give the file a proper header, though you will also have to define the image to use.
Code: [Select]
graphics_x

[OBJECT:GRAPHICS]

[TILE_PAGE:x]                        < This is the ID of the tile page
[FILE:folder/image.png]      < This is the image used, just enter the image's name and file type. If it is in a folder, enter the folder's name first, then a slash.
[TILE_DIM:18:18]             < This is the pixel dimension of the tiles that make up the page
[PAGE_DIM:6:10]              < This is how many tiles make up the page, both horizontally and vertically

It was both. Thanks for the answer. I'm currently using the sprites in the spacefox pack (the DF starter pack has it) so I'm thinking of making sprites that match it, at least somewhat.

Thanks. :)

2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 11, 2015, 05:10:57 pm »
Quote
Not violent enough and not friendly enough, but other than that looks fine.

Thanks. All I need right now is to make the graphics for the individual sprites and maybe tweak their culture a bit. Maybe not a violent people, but a merchant/craftsman race, I'm thinking of modeling them after the Katta from the Quest for Glory series.

EDIT: How would I make them friendlier or violent? Either/or, not necessarily both. I'm curious now.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 11, 2015, 02:45:47 pm »
OK... I'm making a mild announcement. I've created a race of cat men (my first) and I sorta wanted them to be a warlike people, but yet 'nice' at the same time. Anyway, here's the stuff for those who want to tear it apart.

Spoiler (click to show/hide)

So tell me what you think?

4
DF Modding / Re: Furry Fortress
« on: April 11, 2015, 02:05:37 pm »
Just popping here to say I've made my first mod: The cat men. So far I'm not sure what to think. I haven't fully tested them, but my only issue so far is that the graphics for them make them look like zombie dwarfs. I need to draw make the graphics for them to make them catty like. :p

Any info you got on where to put the graphics and how to link them? I know it might not be the right thread, so I'll have to repost this elsewhere...

5
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: April 08, 2015, 08:42:43 pm »
I have a question for race/civ creation. If I want to make two civs constantly at war, would their personality traits (war more favorable and other differences) or their ethics have more to do it with? The wiki says it's the ethics that count more, is that true?

6
DF Modding / Re: Furry Fortress
« on: April 08, 2015, 01:10:27 pm »
Quote
Unfortunately, I tried to make the lizards nudist and the game isn't equipped to handle that.  Any playable/civilized culture will complain about being naked and snatch up any socks they can find. 

Drugs would probably be kind of like syndromes, but I don't think there's an easy way to make a substance that gives dwarves a happy feeling.

If all they grab are socks, then I don't think it's that bad. Maybe make them something minimal like thongs and sandals or something. I'm sure I can find something. If only I wasn't so big on studies right now...

7
DF Modding / Re: Furry Fortress
« on: April 08, 2015, 09:04:57 am »
This thread and the files you've shown have really given me some major insight on what's needed to make my own race of lynx dudes... you know what? I think that's what I'm going to call them. Lynx dudes... and make them a buddy called the otter guys who're gonna be nudist maritime surfer guys.


Speaking of that... is there some way to add drugs to the game? Just asking. :p

8
DF Modding / Re: Exodus and Flame's animal men
« on: April 08, 2015, 06:58:16 am »
This will be interesting. I want to make my own furry race, too. currently I just replaced human with lynx_man but I'm fairly confident there's more to it than that. There's a lot to dwarf fortress and I really want to know more about modding it to make adventurer mode something more. I remember playing a game called Moria (an ASCII rogue-clone... which I'm sure many people here are somewhat familiar with) and this is like a dream come true, since I thought Moria was friggen awesome!

9
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 05, 2014, 07:21:04 pm »
COMMON vs RARE means how often the civilization itself has access to it, not how often the citizens will rare it. Even so, I believe that it's more of a relative thing--the values only matter if there's alternatives available, such as two different kinds of pants, with one being COMMON and the other rare; you'll get the COMMON more often than not, the RARE sometimes along with, and sometimes you'll only get the RARE.

I see, and if I remove the thing all together from the raw, the civ won't be able to get it? Also, let's suppose I want to make the world purely a bronze age thing, as in, forbidding anything beyond bronze (no iron or steel) tools or weapons, would simply removing those professions/items from the entity raws be enough?

I think I should do more dabbling and reading on the official documents and guides before asking anymore questions.

10
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 05, 2014, 06:05:23 pm »
This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version of
Come adventure in the OldGenesis mod! We have fun stuff like animal and people sounds. Also, centaur civ and beastman civ and Noble Orient Orcs and Nord Humans.
Sounds Spoilers:
Spoiler (click to show/hide)

Sounds interesting. I'm not that big into the sounds, but... meh, why not? :) I'll give it a go when I got the time.

EDIT: OK, so I got my second question now. I'm sure some people might have asked how to produce nudist modes, and although this is not exactly what I'm trying to do (it might be good for a while for laughs and giggles, but when I start to think about how little sense this makes, especially when it comes to armor and battle gear...), but I do possibly want to make a change in what people do and do not wear... so any clues on how to do it? Also while removing any possible bad thoughts a race might have about such stuff?

I'll tell you what I did so far. In the whole part of the clothing like pants, skirts, etc, I changed the 'common' part, to 'rare', and when I loaded up the game, I found that few people of that race did have them. Obviously this wouldn't stop me from making them wear them when I have them, but would it mean that none of them would be wearing those objects by default?

Once again, thank you.

11
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 04, 2014, 10:02:40 pm »
Quote
The [CREATURE:X] line in an entity defines which creature within the game is used to populate the civilization. Changing it from HUMAN to LYNX_MAN changed it from humans to lynx-people.

Did you be sure to change the entity ID as well? Having duplicate IDs for a single type of object can cause errors and odd glitches.

That I am not sure. I will check it. Like I said, I'm a total n00b in modding. I will be sure to read the guides more thoroughly when I make my own race.

That being said, I did encounter some glitches and crashes when I did previously modify it, so the entity ID thing could have been the cause. I'll look into it.

12
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 04, 2014, 09:26:29 pm »
This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version of Moria (anyone remember that old game?) and it seems like DF pretty much is that wish come true. Anyway, one thing that I wanted to do was add more races for me to play with. I'm not a furry, but I am interested in making and adding furry races to the world.

One thing which I did was copy the stuff describing humans in the entity_default.txt to the bottom, and I just changed the CREATURE:HUMAN to CREATURE:LYNX_MAN to see what would happen. Surely enough, Lynx man villages and stuff did appear and I was able to play them. I also changed other values and stuff, which passed just fine when I generated world after world to test it.

But here's my question: What exactly would just changing the the CREATURE part do? Would it take human stats and raws and just change the name? The in-game stats say 'paw' and even describe the tail, but would there be other differences or what exactly?

I'm a giant noob to modding, but I would like to know more, even if just for modding's sake since I like tinkering around with stuff like this when I can. Thanks in advance.

Pages: [1]