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Messages - tnuhnivad

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16
DF Modding / Modding Dragons
« on: December 30, 2022, 02:42:44 pm »
Hello,

I have this world gen param in DF 47.05 that I've been working on for a while. One gameplay aspect I wish to add to my genereated worlds is more Cave Dragons and 'regular' dragons. I have noticed Cave Dragons are relatively rare and running world gen at enough length to allow for some 'regular' dragons to reach maximum size or close to it often causes what few cave dragons which gen'd with the world to die during world gen.

I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.

I'd also like to add a few intelligence aspects to dragons if anyone has experience with this or can recommend mods or pages maybe I missed please do.

Thanks  :)

17
DF General Discussion / Advanced World Generation: "Garden of Conqueror's
« on: December 13, 2022, 01:34:47 pm »
Playing the steam release left me desiring to play the now 'classic' DF. Upon doing so I realized I never shared these advanced World Gen parameters I spent weeks or possibly months working on. I've probably spent more time messing around in advanced world gen than actually playing this game over the years I'd bet.

This parameter set has been designed to maximize available play area and generate tuned values of geography, civs, evil/good, beasts, cave params, etc... Often generates aesthetic and interesting terrain due to a higher variance. This is simply a template feel free to tweak it as you wish.



Spoiler (click to show/hide)

18
Considering how quiet it's here, I guess everything is working as intended? ^^

Was there a fix I missed for the cages showing up for items, corpses and plants, etc.?

19
I think I did get that when I screwed up compilation of DF + Pheobus tile set + DFHack. One error I made was to have the backup copy of modified creature raws (lowered attack triggers for (semi)megabeasts) retaining a .txt extension, so those raws were essentially read twice. After fixing that I still had trouble, presumably due to failing the tile set introduction, and gave up and decided to wait for the LNP update.

The error message itself says that there is a reference in the data to a creature race that doesn't exist in DF, which I think can happen when races are introduced twice.

Ahh, yes, this is exactly what has happened, thank you. I checked but, somehow, overlooked a copy of one of the creature files I had edited.

20
Can anyone tell me what's going on here and how I could fix this?


21
Utilities and 3rd Party Applications / Multilevel View and Rendermax?
« on: February 13, 2018, 11:24:35 pm »
I would like to make these two work together If it's possible. However, I'm running into issues, forgive me if these are dumb questions. I can't seem to get multilevel view to work. Using the command in df hack, with TWBT enabled, I get, "multilevel x is not a recognized command." Also, using rendermax - rendermax light -, I get, "file not found:data/save/arena1/raw/rendermax.lua" Do I need to download and install something else, like some config files? Which command for rendermax should I be using? If I try using rendermax commands on some other installs which have tilesets and I'll get crashes.

22
Could anyone point me in the right direction of where I may find some more in depth info on resizing the Phoebus set to a proper 32x32 size, removing the blur to make it clear and crisp?

23
That is a shame regarding the plants because I really like the Meph Plants! I'm using the only file for a 32x phoebus I could find. I found it in the LNP graphics pack. Although, still does look blurry but I play quite zoomed out most of the time so it doesn't bother me as much as it might some. I also kept your uber shadows which I like very much.

Instead of scaring Phoebus, you might also be able to use the "twbt tilesize 32 32" command. I think it has a similar effect.


Is this a command I would use in dfhack or the .ini's?
It's a DFHack command. You can add it to an "onLoad.init" file in the "raw" folder to have it load automatically. But since you are using Phoebus_32x32.png as your main graphics tilesheet, it's not needed.

Thanks, I will try this with the seemingly 32x32 set I found, which, I'm not sure is true, because its still blurry. And, also with the 16x16 to see if there is any difference.

24
Honestly, I thought that you would in some way transform phoebus set into a format 32x32, but judging by the screenshots you do 16x set, like XXTatteredXX 0.44.03.

In connection with the above, I ask you not to use in your work my dwarves - I drew them specially for 32х32 sets, then that someone will look at my work in a spoiled form, I do not like.

All the best and good luck.

Sorry if I offended you man. By no means am I trying to claiming these works as mine, nor do I intended to do anything with this beyond my own personal use, this is just a mish mash of things I like which I, seeking advice, wished to see together in a functional form. More like a tribute to my favorite content. I could certainly take a look at resizing Phoebus to better compliment the 32x sprites though, just don't know how ATM.

25
Using weapons - they shouldn't, as they don't have GRASPing body parts to hold those weapons. Unless it's worldgen shenanigans we're talking about... even then it's flavor I suppose, you could change the titles by using custom PROFESSION_NAME.

Yes if I add can speak, can learn, power, and intelligent. Sometimes I'll get dragons who not only take over civs by whatever means odd things start happening. Looking at their kills in legends occasionally it'll have things like "shot so and so on this date." Their skills will be high in things they shouldn't have like croosbows, seiege equipment, etc.

26
I'm using the Phoebus along w/ jecowa's TWBT overrides. No more cloths, beds, and cabinets in my world map, woo-hoo. I'm also using a slightly altered version of spacefox colors, just adding to my conglomeration of pilfered things from other sets I like the most lol.

Well, if you take the phoebus raws and the phoebus tileset and overrides, it would work. If you take the overrides from my set, it wouldnt work. So for example you can't have the phoebus tileset and meph items/plants/gems, without massive issues.

The creatures should be no problem though, since they use raw/graphics instead of the tileset or overrides.

On the screenshot the phoebus tileset is strechted to 32x, so it's quite blurry. I'm sure a proper upscaled version of it exists somewhere around the forum.

Edit: Really the last point: Moebus set. :D That would be a unique name with no spaces. I can already see the icon for it. :D

That is a shame regarding the plants because I really like the Meph Plants! I'm using the only file for a 32x phoebus I could find. I found it in the LNP graphics pack. Although, still does look blurry but I play quite zoomed out most of the time so it doesn't bother me as much as it might some. I also kept your uber shadows which I like very much.

If follow the path of such a combination - then you need to scale phoebus tiles to 32x without blur (in Photoshop it names Nearest Neighbor (preserve hard edges)).
Some tiles need to redraw, example, why scale floor tile if you can multiply it 4 times.

I haven't bothered to look at resizing in a photo editor yet. It seems daunting and not sure exactly what you mean. Redraw, as in, setting redraw in dfhack? Or is that something I would do in photoshop?

Instead of scaring Phoebus, you might also be able to use the "twbt tilesize 32 32" command. I think it has a similar effect.

Is this a command I would use in dfhack or the .ini's?

These were captured after I made some more minor color changes (greys' more grey and whites more white lol) and they do look more blurry than in game, though, despite saving them as PNG's.
Dragon Fire GIF in Object Test
https://gfycat.com/SeriousMinorGermanshorthairedpointer

Jecowa's Overrides World Map
Spoiler (click to show/hide)

Spacefox Colors
Spoiler (click to show/hide)

Embark
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Caverns
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Not sure if this is grammatically correct lol
Spoiler (click to show/hide)

When I have the time to sit down and make some real progress on a fort I'll try and upload some better fort screens.

27
So you are using the painstakingly made 32x sprites with a 16x tileset?

Heresy! :P

(Try adding "twbt unit_transparency 1" and "twbt workshop_transparency 1" to the dfhack init, without the "". That should get rid of the black background.)

I'd be curious about screenshots.

BTW trying to figure this out gave me a great new perspective on just how hard this is and how complex and good your set is. Thanks for trying to help though I had no idea what I was getting into honestly!

28
Do both the title and folder name start with a capital letter? It's a little bit case sensitive.

The new name isn't too similar to any existing title, is it?  If it's named something like "Meph+Phoebus", that might cause an issue. Also, it's probably best to avoid spaces.

I just realized this is pretty much impossible, right? I mean with the overrides and everything? Like phoebus uses a completely different .png image. I couldn't make this work unless I edited the images myself. Even w/o all the workshops and decorations and what not, displaying more than one type of elf, dwarf, goblin etc. can't even happen? Like I just noticed a lot of the tiles in my map in screenshots from earlier have randoms things like tables, chairs, and beds. I guess do to them being different images lol

29
Did you rename the "Phoebus copy" folder to something that matches the new title you gave it in the manifest? This step is important.

Yep, I made it exact to match the manifest, but, changing the name, for some reason, is whats causing it to do things like revert completely back to Meph's full tile set, revert back to stock font and world map tile set, etc.

30
I agree with Meph about "twbt unit_transparency 1". This will fix the black background on creatures. The workshop transparency might be interesting to test, but Phoebus hasn't received any updates involving that feature.

To change the name, open the manifest.json in Notepad++ and change the title line. Also delete the entire "prefix" line. Then rename your new graphics pack's folder so that at least the first word  matches the new title (this is actually important to avoid a bit of confusion with a little bug).

When I make copy the phoebus graphics pack in M:\PeridexisErrant's Starter Pack 0.44.05-r02\LNP\graphics and merge the respective folder from both packs, and, dont touch anything else, leaving the name and all, everything works great. However, for some reason changing the title and removing the "prefix line" basically in the manifest.json file screws everything up. I am able to change the name and all that works fine, but, when I boot up the game things are missing, fonts return to default, weird overrides occur, etc. Just going to try a stock install of DF and see if that will be easier messing with the LNP just doesn't make sense to me.

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