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151
On an unrelated note, in my current embark there were hippos when I showed up, but they appeared to be using the (I think) pike sprite.  Didn't think to check the graphics files until they had already left the map, so I'm not positive on the sprite they were using, but it definitely wasn't hippo.  This was on the 1/19 release, if that's relevant.

Mayday's definitions are not maintained by the DFgraphics repo. The definitions in the repo currently contain multiple definitions for the same creature which reference different files. The hippo and the pike are among these creatures.

I hope that helps.

152
Perhaps those two dwarves are overthrown by the stresses of day to day living.



154
. . . Apologies: I was pretty tired when I wrote that . . .

No worries. I was tired as well and thought I missed something. Ha!

155
It doesn't need to be updated again for 42.05 does it?

Yes it does. init.txt changed.

What changed about the init.txt?

156
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24]
« on: January 18, 2016, 03:30:17 am »
January 17th, 2016 (DF 0.42.05)
**  Updated Optional Raws for 42.05
**  Added Iguana tile and updated Monitor Lizard and Gila Monster tiles


Also back in the 42.04 update I added dwarf mode and adventurer mode specific tiles for Plump Helmet Men and Gorlaks. I just failed to mention it in the update. Oops.

@King_of_Baboons I'm positive Dwarf Fortress is a damn good reason to get a new computer! I wish you luck on that endeavor.

@txtsd I actually bumped into that save error on accident, since I normally don't transfer saves. Typically creature tiles fail gracefully to their default ASCII if they aren't defined right. In other words, your game loads correctly without error even if yourgraphics.txt is out of date, names are misspelled, etc. So getting an error all of sudden threw me off. Heh.

Underscore, comma, sans underscore or sans comma creature names are good examples of definitions he may change in the future.

In any case, I'm glad the information was helpful.

157
Tilesets and Graphics / Re: GemSet v1.4 [40.24]
« on: January 15, 2016, 06:39:57 pm »
@Fricy

While Button was alluding to the definitions in this specific set, I made a more detailed post covering the larger issue with the DFgraphics repo. I didn't know where else to post it, since it affects all the users of any LNP.

158
I've seen a specific creature tileset issue come up in a few posts under the DF Gameplay Questions and in the Tilesets and Graphics subforums.

Whether it cropped up with people who were not using the LNP or people who just left out the fact they were using the LNP - the issue is currently present in the most recent DFgraphics repo for 42.04 which the LNP uses.

To the point, creature_savage_tropical.txt was removed in 42.04. With the exception of the giant desert scorpion all were moved to other files AND renamed (e.g. LION_GIANT was changed to GIANT_LION, etc.). In addition a giant toad became a "giant cave toad" and a new giant toad was added. In other words, TOAD_GIANT became TOAD_GIANT_CAVE and a GIANT_TOAD was created. I believe the only thing Toady forgot to mention in the auxiliary file changes was TIGERMAN changed to TIGER_MAN.

While it's not common for Toady to change creature definition names - he did change them in 42.04. Demonstrably you can install a 40d graphic set in 42.04 without issue, but your definition file(s) would be out of date. You will NOT get an error with outdated definitions, but you will get one if you are transferring a save file that was created for a previous version. The save is compatible - barring your standard compatibility issues for doing such a thing - you just have to update the definition of the creatures in question.

I skimmed the DFGraphics repo and even the most recent Gemset for 42.04 has definitions that are 2 months old and I visibly see a graphics definition text named "graphics_savage_tropical.txt" in the set that was posted today by fricy.

To be clear, I am not faulting fricy. While he is nuts for trying to maintain all of those sets at once, I think everyone in the LNP community would commend him for his contributions. Just dealing with the Pheobus set alone - multiple graphics with multiple definition files from various authors using various organization . . .  what a nightmare!

As an aside, I did take into consideration that graphic sets may work a bit differently in the LNP than the supported method, because I noticed a few odd things on the repo (like every set has it's own object and data folder . . . ??). I also recall fricy having issues last summer with a save file related to graphic sets "raws," but I honestly don't recall the specifics because I dropped the investigation back in September 2015.

Regardless . . .

tl;dr Your graphic set repo has outdated definitions that will create FATAL ERRORS in transferred saves and will ignore parts of the set without error in 42.04 and forward when generating new worlds.

I hope that helps.

Edit: I didn't see a DFgraphics repo thread, so I thought this was the best place to post something that addressed all LNP packs.

159
DF Gameplay Questions / Re: Meeting Hall designation from a dinging room
« on: January 13, 2016, 06:15:01 pm »
The logic is (Y)es or (N)o to whether it's a Meeting Hall or not.

I hope that helps.

160
DF General Discussion / Re: Future of the Fortress
« on: January 13, 2016, 04:34:16 pm »
@Untrustedlife

If I were to take a guess, even though the thief role is "lower" on the development, the framework for the Fortress Starting Scenarios covers things like "law, custom, rights, property and status" and "explicit standing of different citizens vs. civilization authorities" - which may or may not bleed over into adventure mode forcing those sorts of things sooner rather than later.

Exciting stuff!

161
DF General Discussion / Re: Future of the Fortress
« on: January 13, 2016, 02:11:32 pm »
You recently added more hearth orders so I was wondering about this: Currently you can join a bandit gang (and even necromancer groups) in adventure mode as a lieutenant but they never seem to tell you to do anything, will you be making bandit leaders give players orders to harass nearby villages and, will players ever be able to establish their own bandit gangs?

Toady spoke about the concept behind agreements in DF Talk #21 when they were covering the "new" - for that time - conversation system. It starts around the 33 minute mark or you could read the transcript here.

Just search for "hats district!"

Although a part of what you are asking could be covered by the thief role framework, the idea behind agreements covers a multitude of possibilities beyond what you're asking much like the framework for the military training in 31.xx lead to seemingly unrelated activities like dancing, worshiping, children playing, etc in 42.xx.

162
Creature tilesets will transfer smoothly from 40.12 all the way to 42.04; there will be no issues.
To further the point, a 40d graphic set will work in 42.04 with zero errors.

You would have to update your nameofgraphicsdefinition.txt for the few name changes that greycat mentioned, if you defined them based on previous raws. But, you'd only get a minor fixable issue related to creature tilesets with previously saved games because of those name changes. However transferring a 40.12 save to 42.04 might introduce other problems unrelated to tilesets, so thankfully you don't care about that part.

And, since you don't care about that part . . .
  • Start with a vanilla copy of the latest DF.
  • Use your old inits as a reference to your preferred settings and change them manually; do not overwrite the new files directly.
  • Copy over your raw > graphics > stuffyouwantcopied to 42.whateverversion and then update your nameofgraphicsdefinition.txt if necessary.

Unless you used an unsupported method to change your graphics (e.g. TWBT) you'll probably kick yourself for overthinking it.

I hope that helps.

163
DF Gameplay Questions / Re: When to upgrade version?
« on: January 11, 2016, 05:47:39 pm »
FATAL ERROR: Missing Creature Definition: TIGERMAN

This error is specific to whatever graphic set you are using.

This isn't happening because of your save's raws per se so much as your raw > graphics > graphicsname.txt is not defined correctly. Specifically TIGERMAN / TIGER_MAN, TOAD_GIANT / GIANT_TOAD, everything in the now deleted creature_savage_tropical.txt, etc.

Toady did mention all of the above in the auxiliary file changes for 0.42.04 with the exception of the Tigerman.

He wasn't feeling so well from the lutefisk, so give him a break. It's not like that error message is cryptic. ;]

164
Skills with square boxes is kind of weird. It's pretty confusing for anyone not familiar with dwarf therapist. How big is good? How big do boxes get? Talented, skilled, grandmaster, etc is surely more informative? Color coding is nice though.

I agree with this sentiment. I am not a user of Dwarf Therapist although I would guess that the bigger the box the better. The organization is nice, but the boxes are meaningless outside of a Therapist user.

I see you can painstakingly mouse over each skill for more detail, but at a glance the size of the box doesn't parse efficiently (again, unless you are familiar with Therapist). As Shonai_Dweller mentioned, how small is Dabbling? How large is Legendary? Even with a size legend of sorts, why force the user to conform to a method the game doesn't even use?

Describing the skill just like the game does has more universal appeal, since no matter how you play the game or what external tools you use or don't use that is how the skills read in the game. Not to mention you could see the entire skill set levels at once without having to mouse over each one (Ack!).

To curb my criticism, thank you once again for all of the hard work. Sincerely.

165
Tilesets and Graphics / Re: Graphics Set Challenge: Vanilla Visitors
« on: January 05, 2016, 05:57:10 pm »
And of course i've just copypasted them, just to estimate how many tiles there will be

On the subject of tiles, the total amount of tiles in one sheet cannot exceed 1024.

I thought it was worth repeating so others wouldn't find out the hard way.

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