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Messages - Rochndil

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16
Good morning!

Reiterating what others have said:

1. Check errorlog.txt - it won't ALWAYS tell you exactly what's going on, but it will usually at least give you a clue.
2. If in doubt, always gen a new world. Some things don't require it, but you can be fairly certain geology will.

Also, from my own experience, the frequency numbers all cap out at 100, anything more is either ignored or may cause strange behaviors. You can reduce the frequency of competing stones to effectively increase the frequency of your new material (I fiddled with this a LOT working on my MMO mod, and Deon has also spent much time adjusting material frequencies in Genesis).

Something simple to try: use a common layer stone like Gneiss or Gabbro (I seem to see a lot of both!) and see if it works there. You can also have it show as VEIN and CLUSTER_SMALL as well as CLUSTER if you really want it all over the place.

The best and easiest way to add something is to copy an existing material, and then make appropriate changes, rather than trying to write everything out yourself. Good luck!

Rochndil, always looking for the easy ways to do things...

17
DF Modding / Re: Truetype font too small!
« on: March 26, 2013, 12:45:21 pm »
Don't worry, I'm aware of the potential issues and trade-offs involved in changing characters. So far, it looks like I can repurpose (or dedicated-purpose) the following tiles, if using a TTF: [].,;:`"'

I've already got modified tiles for all these in my custom-assembled tileset, but if they're NOT needed for text use anymore (which seems to be true in initial testing), I can either replace them entirely, or customize them for the specific roles they play that CANNOT be changed by modifying the RAWs. I can also (potentially) fix some compromises like the 0 for coffins and X for bins. Obviously, all this is conjectural at this point, but the potential improvement is quite exciting. I also need to make sure there are functional characters in my future TTF for #11 and #12, which (in the test font I grabbed) are not supported currently, and ARE definitely used in TTF text lists (kitchen, stocks).

Obviously there's a lot of investigation to do on my part, and I know I'm rather late to the game (TTF is what, 14 months old now?), but I'm just finally returned to DF modding after an extended RL-induced hiatus, so it's new and exciting to ME. :)

Rochndil, who has new notes now attached to his stack of old DF-modding notes...

18
DF Modding / Re: Truetype font too small!
« on: March 26, 2013, 10:04:17 am »
It menaces with spikes of awesome!

Just doing a quick proof-of-concept, and the metrics are all wonky, but it definitely WORKS. Now I just need to decide if I want a regular monospaced font, or if I want to make a pretty one. That may take some thought, since I could spend a week or more just creating and refining a custom font, and that's a lot of modding/testing time lost/invested in just a font. BUT, it would also free up even more tiles in my tileset, providing new and interesting possibilities.

Rochndil, pondering possibilities...

19
DF Modding / Re: Truetype font too small!
« on: March 26, 2013, 09:06:00 am »
Thanks! I'll give that a spin. The last thing I need is for text to get SMALLER on me...I can barely read half of what's on my screen as it is.

Rochndil, off to find a font editor...

Yes, you can. You have to get a font editor, open the .ttf file and change the size in there. At least thats how I did it for my custom font I use. I couldnt find any other way. I know it gets bigger and smaller when you zoom in and out of the game, but so does everything else then.

20
DF Modding / Truetype font too small!
« on: March 26, 2013, 07:53:11 am »
Greetings!

I poked around a bit looking for this answer without luck, so I'll ask: Is there a way to control the SIZE of a TrueType font in DF 34_11? I can turn it on and off, switch fonts around, etc., but it always seems to display VERY small. I ain't getting any younger, and the last thing I need is for text to get SMALLER on my monitor. I really like the idea of using a TTF in addition to a custom tileset, but if it only displays teeny-tiny that won't help me at all.

Rochndil, who needs bifocals...or lasers.

21
DF Modding / Re: Raws and XML and Excel, oh my!
« on: March 19, 2013, 05:27:47 pm »
Thanks, I'd DLed that one but forgot about it. I'll definitely give it a good look-over tomorrow.

Rochndil, who has bad people to kill (in Morrowind) tonight...

22
DF Modding / Raws and XML and Excel, oh my!
« on: March 19, 2013, 03:26:05 pm »
Good afternoon.

Having finally gotten several major tasks off my desk, I'm in a position to re-visit my long-idle MMO (Metals and Minerals Overhaul) project. However, I'd like to do it in the most user (and modder) friendly manner I can manage. If at all possible, I'd really like to avoid having to do all the changes necessary either by hand or by endless rounds of text search-and-replace (although I do have a rather nifty Windoze GREP installed now).

What I'd LIKE to do, is export the relevant RAWS dat to XML, import that into Excel (which I know is kinda sucky, but something I'm FAMILIAR with), make my changes there, and then re-export to XLM, and then finally back to the RAWS. I've poked at the rawxlm program, and it seems to send to XML OK (although I don't know crap ABOUT XML, so I could easily be missing something). Import into Excel 2010 from the XML file also seems to work fine, but Excel won't export BACK to XML becasue the mapping is missing or incomplete or something (I don't know crap about XML, remember?).

SO, all that said, is this even something that's really do-able? I'm willing to invest some time in learning how to use the tools I'll need, but if it ultimately isn't going to work, or end up being more trouble than doing it manually, I'm not doing myself any favors.

What's the current state of DF raw --> data-friendly format(s)? On a closely-related topic, what's the main mod-applier these days, or has that line of effort faded away (I think the last one I played with was Uristmod)? Any linkage or suggestions are much appreciated.

Rochndil, probably forgotten but not gone...

23
The GUI is looking good, I definitely think you're going in the right direction. If at all possible, make the program work as much like a standard Windows app as possible. Hopefully there will be tools available to make this pretty simple. The more you make it look and work like OTHER standard Windows apps, the less trouble (and questions!) you'll get from users.

Also, if possible (and you're willing), make the source available so that other folks can help with/build on your work. When you get to the stuff about modding MINERALS I'll definitely take a closer look...I've never been brave enough to mess with modding critters!

Rochndil, who still works on his big mod as time allows...

24
A group of people, ie a team to develop the application together. The more folks that contribute, the less likely that something will be missed, and the more likely that the workload won't drive you around the bend.

Rochndil, thinking about farming out some of the grunt work on his mod...

25
Greetings!

I really hope you can get this going without losing steam, which is usually what seems to happen with projects like this. If possible (and it may not be), try to get a GROUP going so that you won't be the only one slowly going crazy in the night. :)

From a historical perspective, there are three main DF mod managers that I'm aware of. I can't remember the name of the first big one, but Sean Mirrsen wrote and maintained it for quite a while. Then there were Uristmod and DFMM (Dwarf Fortress Mod Manager). All of these programs worked pretty well, but often suffered badly when the RAW file formats changed.

One thing I've always thought someone should do, and as I'm NOT a programmer I could be totally off-base here, is to create a RAW parser that would read in the TXT data and create a database based on it. Once you had a current database of all the elements in the RAWs, making changes individually or on a larger scale would be pretty simple. Then you could reverse the process, and write out consistently-formatted RAW files. Obviously there would be a ton of work to do here in defining relationships, formatting, etc., but I think that with the right base this is a process that could make modding a LOT easier.

Then, taking the next step, you would want to build a user-friendly GUI that would display the RAW information in a useful and intelligent manner. Even if you (yourself) can just create a usable GUI, that would be a great start!

I think one solution for you is to use a tabbed interface. Users are generally familiar with them, and it allows you to display MUCH more information without trying to cram it all onto one screen.

As others already have, I wish you much luck with your project!

Rochndil, sometime modder and TCOM professional (not programming!)

26
DF Modding / World-gen modding
« on: April 07, 2011, 12:31:15 pm »
Good afternoon.

I've spent a lot of time tinkering with the world-gen settings to try and create the kind of world I like to play in (in the current system). I'm not happy with having to drill down 20 z-levels to find magma, and I want running water. Back a while, I always chose embark locations with an underground river and a magma vent/volcano, and if I was really lucky, a pit/chasm too. The new underground is probably better in a lot of ways, but I do miss some elements of the old way.

Here are the the settings I am currently working with. I always do small regions to reduce gen time and filesize.

Code: [Select]
[WORLD_GEN]
[TITLE:SMALL REGION]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:202:202]
[RAINFALL:0:100:101:101]
[TEMPERATURE:35:65:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:100:100:3200:3200]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:600]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_CREATURE_NUMBER:22]
[GOOD_SQ_COUNTS:6:63:127]
[EVIL_SQ_COUNTS:6:63:127]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:50:50]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:6]
[NON_MOUNTAIN_CAVE_MIN:12]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:0:0:0]

I would be very interested in what suggestions folks may have to change/modify these settings, and any thoughts on the world gen process in general.

I also should mention one funny thing that happened a while back when I was testing. I'm not really all that interested in HFS, so I tried turning OFF the bottom layer. It worked, BUT, it also got rid of all my volcanoes! They still showed up on the map, but they just weren't THERE in-game. Failing can be fun too. :)

Rochndil, who will be doing a LOT more world-genning once he gets the MMO metals/minerals changes in place...

27
DF Modding / Re: MMO Redux
« on: April 06, 2011, 10:21:56 am »
Got some work done yesterday, hope to do more today.

Blast furnace and puddling furnace workshop designs are done (untested). Still need to do the crucible furnace, coal works, and lapidary workshop. I may need to add a job or two to the lapidary works to make it worth building, but with all the minerals I'm thinking about throwing in, that shouldn't be a huge stretch.

I got my language files cleaned out completely, now naming should work properly again. Support documentation is up-to-date, and I finally got around to making my tileset workpage a proper Corel Draw document, instead of hand-writing it each time I changed a bunch of stuff.

I'm fairly confident the tileset is done, though of course something may yet come up in testing.

Once I get done with the workshops, I'll have to dig into the metals conversion from the 40d specs to .31, including computing appropriate values for toughness, hardness, etc. Then I need to finish up all the reactions, create the necessary mineral defs, and get everything ready to test.

Once I get that far, I'm going to see if I can get the whole works to install with DFMM, since the changes to frequently-changed files will be extensive, and will otherwise totally wreck inter-mod compatibility.

Rochndil, never short on things to do...

28
DF Modding / Re: MMO Redux
« on: April 04, 2011, 01:35:55 pm »
Good afternoon!

Yes, I am already well on my way to stealing some of the best parts of the Ironworks mod. While working on the tax books (an annual misery) I ran a test game up until year 8 or so, just to get a feel for the latest version(s). I must say that I really don't enjoy working with an unmodded game as much as I do with all the tweaks and additions that modding brings.

It was interesting to see what's been changed, and what remains the same. OMG have stone-fall traps been nerfed! And it took the entire dwarven caravan guard, and a full squad of crossbow-wielding militia to take down that stupid demon - and the goblins KEEP COMING! Sheesh.

So far, I've got the tileset pretty much where I want it. The workshop designs are about 40% done, and so are the reactions. Mineral defs need major work, but I have at least a good idea how to go about what I need to do, and a lot of pre-existing reference material to work from. As I mentioned somewhere else, I've been reading a few pages from an old Schuster mineral guide every night before bed, to help fill in some holes when I get to work on the minerals lists.

Now I just need to get back on the productive side of things!

Rochndil, who probably won't get anything useful done tonight, but probably tomorrow...

29
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 22, 2011, 07:19:21 pm »
I have to say it.

Has anybody travestied the RAWs for this mod yet? I can only imagine the possibilities!

Rochndil, who will have to do it himself when he has time...

30
DF Modding / Re: Density & Color Mod
« on: March 22, 2011, 07:44:08 am »
It's funny,

I've got a Schuster rocks-and-minerals guide I read a few pages of before I go to bed each evening. Ongoing research for my MMO mod, so I know just what you mean about getting an unintended education in geology.

Rochndil, hoping to actually get some work done this week...

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