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Messages - Man0warable

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1
Just did a quick test trying to replace grass graphics, and it seems that the engine is hardcoded to render the environment at 32x32. Using a 64x64 tile causes that tile to display the full 64x64 image taking up the space of 4 tiles. This causes overlay issues where 3 of the adjacent tiles try to overlay their graphics on top of the intruding graphics and flicker when creatures pass over. I didn't test whether something outside of the vanilla_environment folder would work properly yet.

2
Is it possible to create a tileset with higher resolution for the steam release?

Has anyone got any news on this? im sorry, im not at all experimented in modding, but im still hopeful it might be possible sometime. I just really want to make a complete hand painted graphic reskin
All resolution parameters are defined in tile_page files. Specifically, vanilla graphics use the tag [TILE_DIM:32:32] to define a 32x32 resolution tile. As far as I know, there is nothing stopping you from defining higher resolutions like [TILE_DIM:64:64].

3
You should not be making guesses like these. I mentioned earlier in the thread every single cut/select token and, yes, they're all hardcoded.

So much of modding DF is guessing, experimenting, testing, and learning from your mistakes that if I stopped "making guesses like these" I'd just have to stop trying. Yes, I've read that list. You left the nature of how they are to be used, how they are defined and used by the game, and what the scope of this new CUT_ thing is supposed to cover all up to guesswork. Much like [LOG_CURRENT_ENTRY]. I've tried adding that to the beginning of a file, to the middle of an entry, etc. Still have no idea what it does. "It works for all object types that SELECT and CUT work with" doesn't mean anything to me. Or rather, I can think of about half a dozen things that could mean, which requires me to guess, experiment, and test to discover the truth.

I wish I could think like a programmer, I'd probably understand things better. But I don't.

The specifics of what CUT and SELECT do and how they are used was already discussed earlier in the thread. I myself even provided examples of both. As for LOG_CURRENT_ENTRY, a more explicit explanation for this can be found on the wiki:

Quote
one can use [LOG_CURRENT_ENTRY], which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is.

More details and examples on modding can be found here: https://dwarffortresswiki.org/index.php/Modding
That page contains all of the pertinent information that you need to mod Dwarf Fortress. This thread was made to centralize information on the new modding system as the wiki was not accepting info for the new version at the time. Now that the wiki has been updated, all info in this thread is being steadily migrated to it. Your efforts in learning the new modding system should be focused on reading the wiki rather than this thread. You can even download other mods and use their code as examples to learn from. As Putnam stated, there is no need for guesswork here.

4
I noticed these tags in a string dump, any idea what they do?
Code: [Select]
GO_TO_TAG
GO_TO_START
GO_TO_END

5
I really wanna make my own graphics pack, but gee it's so overwhelming, especially for a really novice pixel artist. I didn't pursue my tileset in classic yet because I was hoping for premium to make it easier to separate things like zeroes from coffins for example, and it did, but now it feels harder to figure out in that there is now a lot more sprites to make! So maybe I should stick with making a classic tileset, but if I do that, then I'll be stuck having to consider what things share tiles with what! I dont know what path to go down... any suggestions from more experiences people than I? Furthermore as an actual question, why do the statue image pages not line up 32x32 correctly? when I try to put them on a 32x32 grid, they have too much white space inbetween, anyone know why?

That white space is meant to be transparent. The image editor you are using is incorrectly identifying those pixels as white. I'm guessing that you are using Paint. You need to use a different editor that can properly handle transparency. I think Paint 3D should suffice.

6
Anyone know how to add the Audible Alerts to an ongoing game? Editing vanilla sounds_standard (by adding the entries from Audible Alerts) doesn't seem to work.

The save keeps track of what mods were enabled during worldgen. The only way I know of to add a new mod to the save is to add the mod's files to a mod the save wants to load in installed_mods. I haven't tried this, but since the vanilla files are treated as mods now, you can probable just add the mod files to one of the vanilla folders (not edit the files).

I'm very curious where that marker is actually kept -- it would be a lot easier to edit that and simply check mods on or off than to add stuff to the vanilla folder and hope it's not removed on update. Unfortunately save folders contain nothing but binaries, so without a bespoke editor it's impossible to tell...

The game has an option for compressing saves that is on by default. With this off, it is pretty easy to tell where in world.dat the loaded mods are stored. The issue is that editing this would require either a dedicated tool, or hex editing.

7
I got the custom material working for basic items.  Not sure if setting a required skill is possible now, since Dwarves appear able to do all jobs regardless.  The graphics seem to automatically respect the reagent;



If I'm not mistaken, material colors are defined by the tag [STATE_COLOR:XX:XX]. Then the color that is actually displayed is defined in \vanilla_descriptors_graphics\graphics\palette_default.txt. If the color you want isn't there, you should be able to create your own custom colors. According to the file, 255 palette colors are the max supported by the game and that file defines 116 colors. So that leaves 138 or 139 custom colors across all mods that can be added.

8
Anyone know how to add the Audible Alerts to an ongoing game? Editing vanilla sounds_standard (by adding the entries from Audible Alerts) doesn't seem to work.

The save keeps track of what mods were enabled during worldgen. The only way I know of to add a new mod to the save is to add the mod's files to a mod the save wants to load in installed_mods. I haven't tried this, but since the vanilla files are treated as mods now, you can probable just add the mod files to one of the vanilla folders (not edit the files).

9
Thanks, I figured out what I did wrong. I can say for certain this setup works:

Spoiler (click to show/hide)


So the graphics format, correct me if im wrong, works like this:


[TILE_GRAPHICS:CHEATING_SPOT_PAGE:0:0:WORKSHOP_CUSTOM:CHEATING_SPOT:1:0:0]

The orange bit is the page file's ID to format it, the teal values are the square coordinates from the TILE_DIM line (that somehow relates to the PAGE_DIM_PIXELS line? im not clear on that relationship yet), the green is the object definition of the building, and the pink Im not clear on either. What does that do, exactly?

The game divides PAGE_DIM_PIXELS by TILE_DIM to create a grid of tiles that it can reference. As for the pink bit, it is :BUILDSTAGE:X:Y. X and Y are the coordinates of the tile you are defining.

10
The rest of the CUT lists:

CUT_TRANSLATION
Spoiler (click to show/hide)

CUT_SYMBOL
Spoiler (click to show/hide)

CUT_MUSIC
Spoiler (click to show/hide)

CUT_SOUND
Spoiler (click to show/hide)

CUT_WORD
https://gist.github.com/jllllll/ebf71c778a303df5e67fdd79ec219c46

11
I am trying to upload a mod to steam but am getting the following error when I click publish:

Item submission failed: limit exceeded.
Only time I have seen that error on workshop is when trying to upload a thumbnail that is too big. Not sure if that is even possible here.

12
CUT_REACTION
Spoiler (click to show/hide)

CUT_INTERACTION
Spoiler (click to show/hide)

13
Here are some CUT lists, I'll post more as Deon finds more valid CUT_ tags or as I find some.

CUT_CREATURE
Spoiler (click to show/hide)

CUT_ITEM
Spoiler (click to show/hide)

CUT_ENTITY
Spoiler (click to show/hide)

CUT_INORGANIC
Spoiler (click to show/hide)

CUT_PLANT
Spoiler (click to show/hide)

14
Yep, I'm wondering if it will be helpful to post a list that goes list

 [CUT_CREATURE:WORM]
 [CUT_CREATURE:SPIDER]
 [CUT_CREATURE:PIG]
 [CUT_CREATURE:DWARF]
...x100 etc

 [CUT_INORGANIC:HEMATITE]
 [CUT_INORGANIC:COBALTITE]
x100 etc

 [CUT_ITEM:SWORD]
 [CUT_ITEM:HAMMER]
 [CUT_ITEM:AXE]
etc

Since total conversions and extensive mods like highfantasy touch literally every file, it's actually quicker for me to cut everything than to use the insert code, for now. I'm offering to split the work so we don't duplicate efforts!
That sort of thing can be generated quite easily using Regex. I may do that in a bit.

15
When you do that, it creates duplicate errors. So not ideal.

I guess it's a weird limitation of this release.
So far, in my testing, this is only the case with tags that allow duplicates such as [ENTITY:XX]. For instance, I can change the name of the Soap Maker's Workshop using this example without creating a duplicate:

Spoiler (click to show/hide)

Toady had, at some point, wanted to implement an auto cutting system for duplicate tags. It is unclear if this was ever done.

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