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 - Amostubal

Pages: 1 ... 51 52 [53] 54 55 ... 60
781
Well I told you my concerns, I run fine without the Meph set, no crashes, I think we are seeing a cross of limited ram, limits of 32bit, and limits of cpu/gpu to deal with all of it.  I had some similar issues under 1.22 when I put the original version 0.8.4 in it.  I'm down .5M and 3000 entries from then.. I'm planning on trying to reduce another 5000 entries as we spot more non dwarfish words move a lot of the suffix endings from multiple full nouns to single suffix entries that would allow the versatility although I think just culling their tags will reduce the clutter significantly, that's my current choice, as they don't need front compound, of compound, the compound, but I've got to go through and find them.

But all of that will be fruitless if the issue is in the tileset itself.  I'm not fluent in the way the tileset is created, stored, etc in the game.  I'll continue trying to reduce the size of the language files any way it goes.

Which is why I need some people interested in reading and pointing out errors and changes.  Anyone can send info to me through the pm system here or post it to the mod page in the mod section of this forum.

782
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 11, 2016, 12:37:27 pm »
what about ASTRINGENT?

Glad to see the list will be culled a little. Personally, I think the more words removed the better: if the dictionaries are too verbose, then names will stop making sense and interesting words will get buried by obscure or duplicate terms. I would definitely get rid of astringent: the language raws are used, more or less, as a tool for naming things. I have difficulty picturing anybody naming something "astringentiron" or whatever. The same goes for the rest of the obscure words.

When I find time I'll continue where I left off.

ANTHRACITE - keeping - HARD TYPE OF COAL BURNING WITH LITTLE FLAME AND SMOKE - its an actual item in game in Masterwork

Is there any hope of keeping Masterwork materials and items to the Masterwork download? I'd personally be offput if my dwarves named their fortress after a material that doesn't exist. I'll probably start removing these myself when I use the dictionaries, and collect a list of them.

Others might disagree with me, but I would prefer to keep the words for weapons, metals, stone, gems, wood, plants, and armour limited to what is available in the vanilla game (or Masterwork, for that version of the mod).
 

interesting suggestion.  I could come up with a way to markup entries as masterwork only, and then only have them propagate in the masterwork edition.  I'll look into this week, it might not be the next version, but it will definitely be in the version after that.  Could possibly if the request is made use the same markup system for say "mature" and then propagate out those too for some people.  your right there is no need for materials from masterwork appearing in vanilla.  and I could produce a third version called G-rated vanilla DF, lol.

If you see a plant, gem, metal, stone, wood, or animal etc, that isn't in Vanilla DF let me know, if its in Masterwork, I'll add it to a list for the above suggestion.  I really just didn't feel like looking up every item in game to verify at the time, so I dumped a lot of them that I was pretty sure not in there, and kept those I wasn't sure about.  I've played so many mod packs, I get confused about which are and which are not in vanilla.

783
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 11, 2016, 11:47:10 am »
Not everything is duplicate, in the first case you mentioned the language_word file shows:
WORD:ARMOUR
NOUN:armour:armours
VERB:armour:armours:armoured:armoured:armouring
WORD:ARMOUR_2
NOUN:armourer:armourers
WORD:ARMOUR_3
NOUN:armoury:armourys

Basically all 4 words were probably in 1 diction entry to begin with (my script that processes the dictionary file, just chops them up when they have too many nouns in them, they aren't always just duplicates) , because I didn't combine anything below 7 letters in length....
also only the US armor:armors and armory:armories exist so great catch, the correction i made:
<W:ARMOR><N:0111110001:armor:armors><A:110:armored><V:armor:armors:armored:armored:armoring> <S:ARTIFICE:PROTECT><T:DWARF:tosid:ELF:datome:GOBLIN:nuklat:HUMAN:stalcon:ORC:bugburuk:SUCCUB:guxice:KOBOLD:chins:NAGA:una:NECRO:der>
<W:ARMORY><N:0111110001:armory:armories> <S:ARTIFICE:PROTECT><T:DWARF:kumil:ELF:darame:GOBLIN:lumab:HUMAN:namar:ORC:uduut:SUCCUB:gicavice:KOBOLD:ibanins:NAGA:unemi:NECRO:tersan>
<W:ARMOUR><N:0111110001:armorer:armorers><D:MAKER OF ARMS OR ARMOR OFFICIAL IN CHARGE OF ARMS ARMORY ARSENAL> <S:ARTIFICE:PROTECT><T:DWARF:ocigber:ELF:obedi:GOBLIN:testra:HUMAN:oquobmi:ORC:nuurbagrinkhakh:SUCCUB:dirosse:KOBOLD:hantabente:NAGA:szena:NECRO:wsera>

I added the verb armor to armor and kept ARMOUR to hold the word armorer:armorers a person who makes armor or is in charge of an armory.... may deprecate later as I'm considering removing -er words for a suffix entry (its a rear compund adj) of er and ers instead.  that may end up being the solution to seriously reduce file size, I'm already doing it with -ness and -ship words.

fixed apall, didn't notice it was the british one in there.

heh a lot of the words I censored were derogatory words used in racism and sexism.  I was parsing originally a 32,000 entry dictionary, a circa 1990s oxford dictionary.  so basically somewords just slipped through such as anal, anus, and areola (its in there lol) , but I've had both sides weighing in on it.  I'd hate to go full G rated but triple xxx is over the top. I'm working backwards from one dictionary, and forward from the original set in masterwork, which did include some PG-13 words, primarily for certain races such as necromancers and succubus.  I may include them in a separate symbol group (say ADULT_WORDS) so that people that want to cull them from their civ names can.  I'll definitely will make a note of them now though so that if I don't get down to my target count those will be some of the last...

I agree there is many too obscure or not fitting to the setting.
ABATTOIR - Slaughterhouse in french I believe - out
ABNEGATE - I had to look it up, to give up or renounce esp religion doctrine faith or belief - out - who knew this word..
what ABLUTION the word before that, its ceremonial hand washing.
ABSINTH - WORMWOOD ANISEED-FLAVOURED LIQUEUR BASED ON THIS -out - I was tossing all the liquor out of the file anyway missed it.
ACERBIC - HARSH AND SHARP ESP IN SPEECH OR MANNER ACERBITY - never heard it before, rather obscure - out
ADIPOSE - out didn't know the technical term for fatty tissue or of fatty tissue was in there
ADULTERATE - out another technical term about adding things to dilute a substance
ADVENTITIOUS - out obscure
AMELIORATE - obscure
removing AMINE - basically its of or from ammonia lol
AMITY - obscure means of friends, friendship
ANGOSTURA - a flavoring
ANTHRACITE - keeping - HARD TYPE OF COAL BURNING WITH LITTLE FLAME AND SMOKE - its an actual item in game in Masterwork
ANTHROPOMORPHISM - out
ARRAS- HIST RICH TAPESTRY OR WALL-HANGING - hmmm... i didn't know that, out
ARREARS - behind in payment? out
ARRIVISTE - ambitious ruthless person - eh.  I'm going to put that in the wait pile
ARTY -out
ASBESTOS out
ASEPSIS out
ASIATCIC out
ASSIDUOUS out
ASTERICK out - you didn't mention it, but I didn't want language symbols included
what about ASTRINGENT?
ATAXIA - imperfect body control? out
ATALIER - artist workshop? out
ATROPINE out
ARGON - you didn't say it, inert gas element, seems useless as its not an in game thing removed
ARGEY_BARGEY - you din't mention it, but WTF? a rather odd word for DISPUTE WRANGLE
ATTAR - perfume from roses.... out
AUDIOTAPE out - missed it technical word
AUDIOVISUAL out -missed it technical word
AUGEAN - FILTHY... they can say FILTHY lol out
AURICULA - technical flower part term out
AUSCULTATION - technical term for listening to the heart out
AUSSIE- completely missed it out
AUSTRAL - completely missed it out
AUTARCHY - despot - out
AUTARKY - self sufficient economy - out
AX - contained <V:axe:axes:axed:axed:axing> moved to axe then next word. otherwise the entry is out.
BAA - but its the sound of a sheep!  I like that one lol
BAILIFF, BAILIWICK - D:LAW DISTRICT OF A BAILIFF JOC PERSON'S PARTICULAR INTEREST - I was considering the term before of BAILIFF,  we already have so many terms for law officer, and I think I even tossed BAIL and BAIL OUT...  I'll remove both and if anyone begs I'll put them back in.
BAIRN - archaic term for child... there is a lot of terms for children, i can toss this one for now.
BALLCOCK (not what one might think it is)<D:FLOATING BALL ON A HINGED ARM CONTROLLING THE WATER LEVEL IN A CISTERN>(it really isn't what most people think it is) out.
BALLBOY also the word before that, I can retrieve my own balls thank you.
BANDBOX - out missed it, its  hat box lol
BANDMASTER - out missed it also BANDWIDTH,BANDWAGON,BANDAEU what about BANDSMAN and BAND_GROUP?
BAPTIZE (debatable, but the word is first and foremost a Christian term)
BARIUM - right I was looking for these before, there is so many materials that aren't in the game yet, out.  I also need to review ingame materials and verify I have a word for each... but I want the file down to around 12 to 14k entries before I do that.
BAT_WEAPON (as in baseball bats?) - as in baton, stick, etc, lol the game term came about in the 1800s, before that any short stick was a bat, source for the term batter(to beat usu with a weapon) and battery(crime of beating someone usu with a weapon)... I remember identifying it separately as I went through duplicates.  It has a verb form in it to bat:bats:batted:batted:batting lol.... I'll toss that until someone requests its return. also tossing BATS,BATTY for crazy, BATHOS for lapse in mood lols.oh and BATWING (were not playing the latest batman game...)
BIDET but its such an awesome word!
BILL_WEAPON yeah when parsing duplicates, I think there was originally 5 or 6 BILLs so I just added quick identifiers.  <D:HIST WEAPON WITH A HOOKED BLADE> its also above that a bit as BILLHOOK, I don't think either weapon is in the game.  I never got back to them.  I was keeping weapon names because so many mods have additional weapons not in the original.  but your right if they want the word in they can either add it in their mod pack or request its return.

Good work otherwise! (It's worth noting that the forum refused to let me PM or post this until I removed the square brackets from everything).

yeah I noticed that it doesn't like brackets at all... that's why my actual dictionary operates with <> instead so I can post them to the forums and PMs without issue.  I uploaded a file containing the entire dictionary its linked at the bottom of the list above.  Its better to edit it, as you can see how it propagates across all the files in 1 place easier.  The one oddity, my script takes the first lowercase english word as the word for the ENGLISH file... so in the case of ARMOUR above the next version will say T_WORD:ARMOUR:armorer in the language_ENGLISH.txt file, because the first lowercase english word is armorer in that entry line.
thanks for the assistance, and I've made these changes to my files, they will show up in the next version, dictionary now at 15850 entries.  I mentioned a few others you might not of noticed, that I'm still on the fence on.

784
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 10, 2016, 08:52:12 pm »
New Version up, several changes made.  files are now smaller, slightly. also uploaded my entire dictionary to a separate file that can now be downloaded., split it into groups of 200 entries each, 80 files, for easier editing.. hopefully someone besides me will jump on the editting band wagon and help me cull more trash from the files, correct word spellings, and identify more words to be added to current symbols.

I'm going to try to maintain a changelog from this point forward.

785
If anyone has any issues with the new language files please send them to me.  Its version 0.10.0 of expanded dictionary... I'm actually releasing 0.10.1 right now, but I'm sure meph will be updating it as I update it.  I'm going to continue to cut it down and remove junk entries as they are spotted.  I expect spelling errors and the sooner someone finds one and lets me know, I will get it fixed for the next version, thanks and much love to the community!

786
How do I set the graphics to the default ASCII and color scheme?
Hello?
sorry, I think some of us myself included have been having RL issues lately, There is ASCII sets in the graphics on the first page.  Its been awhile for me, but I believe its ASCII 8x12 or something like that in the tileset.   Some people have complained the sprites for creatures and stuff still appear, they had to manually delete graphics.  I'm sure in a future edition Meph will provide an easier maybe 1 button to configure option.  It seems some nostalgia for the original ASCII version has cropped up (I personally only played the ASCII version until someone showed me the newbie pack and masterwork, and now I really don't think I'd be that good at it with ASCII).   anyways I hope this helps.

for Skald359...
When the builder says requires a gold coin, it means a stack of gold coins(which is 500 coins).  so if it wants 5 gold coins, it really means 2500 gold coins.  I think there is some need to figure out how to better regulate those messages, because this error is a common occurrence in all the races, people misunderstand the materials requirements.  It happened to me too.

787
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 09, 2016, 08:52:54 pm »
Well, I've had an accidental group added (didn't spot that I had cut NAME_DESERT on a few and they ended up in a new group called DESERT).  The game didn't seem to care that the new group was there.  I can see a few ways to test it...  everything I've read basically says you need to maintain the NAME_XXXXXX symbols, all the others don't matter for the normal game.  I do know that if the NAME_XXXXXX aren't present all maps end up with no names, and their embark sites,regions and forests wont have names either.  I've done that back accident, dropping in a blank SYM.txt file.

I guess, I could make a test SYM.txt, with a new symbol group in it (copy of artifice or something).  go into dwarves and cull all the other symbol groups and prefer the new symbol group.... then see what names the dwarves appear in a new generated world.  If what I think can happen... new races could just have a symbol group that is <race>_NAMES and selected for preference and then you could be very specific in what the race prefers to name their members.  I'll start working on a test SYM.txt.

if I understand http://www.bay12forums.com/smf/index.php?topic=155984.msg6781449#msg6781449... Its entirely possible to add symbols and do what I was considering doing.

788
Masterwork DF / Re: Cavern Creatures?
« on: December 08, 2016, 08:51:17 pm »
not extinct... just not appearing in your current embark area.

789
Masterwork DF / Re: Decaying Food / Sawmill
« on: December 07, 2016, 07:36:35 pm »
yeah its not hard to work with, I just never really used it much.  I would keep an eye on your hunters and fishers, so they don't suddenly fish and hunt the zone dry and then leave you stuck chewing plump helmets.... 

790
Masterwork DF / Re: Decaying Food / Sawmill
« on: December 06, 2016, 10:45:39 pm »
1st question: its the wood splitting block, I is the hotkey.

2nd question: its a DFHACK script:
Spoiler (click to show/hide)

at best I would say it destroys things when 3 periods of (24+rand(8)) which would be an answer of 24x3 to 32x3 = 72 to 96 .... I'm assuming that's days, as I think,         @onupdate = df.onupdate_register('deterioratefood', 1200, 1200) { process } is telling it to run once every day(1200 ticks per day).... I'm not completely sure because I've not dug that far into ruby scripts or DFHack, or ticks.  But 72-96 days is my bet and I'm sure someone will confirm that, or correct me if I'm off because of something I didn't understand.

791
Masterwork DF / Re: What the...
« on: December 06, 2016, 01:09:00 pm »
Same.  I think it's a memory issue, turn the multilevel option off. Fixed it for me.  Or reduce options, choose a smaller mod pack like a 16x16.   

792
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 05, 2016, 10:08:11 pm »
So now I'm looking for editors... I've split my dictionary into 10 parts.  I'm going to upload them soon.  I need some people interested in going through a section (its only ~1600 entries each, and Its broken down into a more readable format).  I'm going to write a readme.txt with the file explaining the nomenclature of the file and once each section is complete you can upload it to me and I'll copy it back into the dictionary.  I also need some suggestions as to what to add/delete/include.  I'm also considering new symbols to add into the symbol file.

anyways if your interested, pm me are post here.

793
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 04, 2016, 08:25:38 pm »
okay ZM5... I've downloaded it and ran it on my current version and it operated just fine...I'm guessing the previous version had a few small errors enough to make it upset.  I think I fixed them all.

 I'll be releasing a new version very soon.

794
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 04, 2016, 03:34:03 pm »
interesting I'll download it and play with it... It may have an issue with a few duplicates (73 actually I removed them this morning)... who knows whats going on.

795
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 03, 2016, 04:53:09 pm »
Uh oh... whose word generator do you use.  I used talivieno's.  It was too big for his, so I had to break it into chunks, 4 separate files, the only issue is that there are some words that cross populated between them...  I considered hunting them down... but it's rather difficult and I considered it a silly issue.  Most languages have words with multiple meanings... some of which are complete opposites, so I shrugged it off as an issue of each races language formation. 

I'm about a quarter of the way through symbol generation.  Mostly the name_xxxxxx, magic, fire, dark, evil.... was hoping to finish it up in the next 24 hours.

What language/race are you trying to create?

I've already spotted and removed approximately 100 entries that are too specific/techy/etc. Just a warning, as I didn't consider recording the actual words removed, I think in a future version, I'll make a script that spots and records the differences between versions.

Pages: 1 ... 51 52 [53] 54 55 ... 60