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Messages - Kittah_Khan

Pages: [1] 2 3 ... 6
1
DF General Discussion / Re: Future of the Fortress
« on: November 18, 2011, 06:42:10 pm »
Mendoza
You'll have to be 35 times faster to get the same impact from an Ada hammer(0.23) as from a steel (7.8 ) one. That would be the equivalent of a projectile, I guess. :/
Also, with such low densities/speeds, air friction will also become a major factor.

Kinetic Energy = Mass*Velocity Squared
The adamantine hammer only has 1/34th of the kinetic energy at the same velocity, yes, but it does not need to move 34 times faster to direct 34 times as much kinetic energy, it only needs to move the root of 34 times faster, slightly less than 6 times, which is doable...once....probably.

2
DF General Discussion / Re: My Dwarf Fortress vs. Minecraft debate
« on: August 22, 2011, 06:46:18 am »
I'm glad to get new points of views on this but... I don't really plan on keeping this debate up for long. I just don't know how I should wrap it up.

You COULD say you are re sorry you were a dick, that might help.

3
DF Dwarf Mode Discussion / Re: I've Embarked in Hell
« on: January 07, 2011, 05:43:00 am »
Yes, I'm aware of the FPS problems. Although, it really is quite fascinating.
For one thing, there are strange structures of ice hanging above the magma sea, and after reembarking slightly to the north to see if it would fix itself, I've now discovered two perfectly flat slade spires rising out of the depths, and the magma is covered in snow....

Well, that certainly gives new meaning to the phrase "When Hell freezes over."

4
Simply put, your companions ignore or mitigate the laws of the universe.

5
DF Modding / Re: Rawscript 0.66
« on: December 26, 2010, 07:23:55 am »
Sweet, I do a lot of number shifting here and there! This seems like an excelent tool for the job :) We might even steal it and implement in this: http://www.bay12forums.com/smf/index.php?topic=64569.0 (still WIP) :)

I'm going to my grandparents now, when I get back I'll test this a bit more and provide some more feedback.

Have fun, also, you're free to use this in your RAW editor as long as you throw me in the credits of course, though I imagine you'd need to add a fair bit of logic..
Any feedback is most appreciated.

6
DF Modding / Re: Rawscript 0.66
« on: December 25, 2010, 04:53:33 pm »
Alright, it seems that my readme is a bit too vague, could you perhaps tell me what bits(all of it?) were vague or unclear ?
EDIT : the macro stuff in the readme is outdated, updating.

7
DF Modding / Re: Rawscript 0.65
« on: December 25, 2010, 04:22:30 pm »
Yes, it can.
You'd need to do this per file I imagine, if you place the command directly under OBJECT:CREATURE it would be :
[RAW_MULT:IN CREATURE:CLUSTER_NUMBER:2|3]
or
[RAW_MULT:CREATURE\CLUSTER_NUMBER:2|3]

So, put this directly under [OBJECT:CREATURE]
If you place it after a [CREATURE] definition it would make it part of that definition, and therefore act from WITHIN that CREATURE definition.
Placing it before any such definitions ensures it is seen as part of the OBJECT:CREATURE definition instead.

EDIT : Thank you Fuco, I just found two bugs, fixing and uploading, it's possible that the commands you tried failed because of these bugs, my apologies for that.
EDIT : File uploaded.

8
DF Modding / Re: Rawscript 0.64
« on: December 24, 2010, 06:56:15 am »
Updated to 0.65.

Further bugfixing on the parser.
Replaced '*' with ',' in the alternate macro charset.
Optimized macros more.
Added automatic-deduplication, this step slows down the command stage significantly, but considering you can now have automatic overwriting of tags by subsequent entires, it's totally worth it, also note that this doesn't become (a great deal)more if you add more commands, it's just tied to stepping through the entire tag data structure.

material_template_default is down to 20kb and 654 lines of text, original was 62kb and 2384 lines.
The rawscript version in fact is about 20% prototype and macros definitions.

material_template_default.raw :
Spoiler (click to show/hide)

EDIT : Whoops, found a last-minute bug, fixing now, I'll upload in an hour or two...probably.
EDIT : Done, uploading now, I'd appreciate it if there was some testing with esoteric raws.

Does anyone have any questions, suggestions or bug reports?

9
DF Modding / Re: Rawscript 0.63
« on: December 22, 2010, 07:15:58 pm »
Updated to 0.64.
Some more adjustments/fixes to the parser.
A significant speedup for the RAW_IMPORT command.
Macro syntax has been changed significantly.

Definitions are now done as such :
#define [TAG_MACRO:ARG1]
{
   [SOME_TAG:ARG1]
   [SOME_OTHER_TAG:ARG1]
}

Macro use now reflects the structure of tags.
[TAG_MACRO:value] works.
In cases where you might want to produce more complex macros in which the above might cause conflicts you can also do it as such.
(TAG_MACRO,value)

I will change the alternate if you suggest something better.
My apologies to the two people( or one ) who've downloaded rawscript, if you did any macro work, you best be getting out the search & replace functionality of your text editor.

To the curious, material_template_default is almost half of the original size now, I expect to get it down to around 20kb.

10
DF Modding / Re: Rawscript
« on: December 21, 2010, 04:15:00 pm »
Updated to 0.63.
Made the parser more stable.
Fixed crash if you have 0 macros.
Some better output if you have errors in your raws.

Updated material_template_default in the input folder, a hell of a lot of macros as well as some prototypes are in there right now.

To all who are interested in what you can do with rawscript, take a look. HERE
The .raw file is the input, the .txt file is the output.

11
DF Modding / Re: Rawscript
« on: December 20, 2010, 03:44:09 pm »
Thanks Sean, Rawscript is not really meant to be a seperate tool in itself, just an extension of the RAW format.
Shame that you need to execute the, for lack of a better word, compiler every time you want to test something in DF.

Regardless, best of luck with Clean Slate and Fort Knox.

12
DF Modding / Re: Rawscript
« on: December 20, 2010, 03:16:37 pm »
And here's a more compact version of the above iris color commands.

First, make a big wrapping macro of all desired colors as such :
Spoiler (click to show/hide)

Next, define the eye and pupil macros

Spoiler (click to show/hide)

And finally, use them.

COLOR_WRAPPER(Standard_Iris)
COLOR_WRAPPER(Standard_Pupil)

And with that, we've brought the raws down by approximately 25kb.
We've also automated the pupil and iris pattern generation, if you add a new color, you just need to add it to the wrapper macro, and it'll be put into the pattern list automatically.

13
DF Modding / Re: Rawscript
« on: December 20, 2010, 08:12:06 am »
Thanks, I've notified him already though.
I'm going to edit the post to include a couple of examples of use, it should give give people a better idea of the capabilities.

14
DF Modding / Rawscript 0.66
« on: December 20, 2010, 06:59:03 am »
Current version is 0.66

Fully compatible with any existing version.
If an update adds additional tags or removes tags, tags.txt will need modification, I'll keep an up-to-date version here.

Rawscript is an extension for the RAW text format, the aim is to cut down on repetitions inside of the raws and to facilitate easier editing.
It is more complex than standard raw editing, but I hope you will find it well worth it, the best comparison is to the creature variation system currently present.

Rawscript reads .raw files and outputs .txt files that can be used by DF itself.

WARNING if you encounter any bugs/errors/anomalies, please report them here.

Features
  • C-style Macros
  • Mass editing
  • Import

Commands
  • RAW_IMPORT
  • RAW_NEW
  • RAW_INSERT
  • RAW_REPLACE
  • RAW_ADD
  • RAW_MULT
  • RAW_GRAV
  • RAW_REMOVE
  • RAW_NEW_TAG
  • RAW_COPY_TAG
  • RAW_INSERT_TAG
  • RAW_INSERT_COPY_TAG
  • RAW_REPLACE_TAG
  • RAW_REPLACE_COPY_TAG
  • RAW_REMOVE_TAG

Be aware, Rawscript does not deal with SELECT_CASTE and other such constructions, it only recognizes the relations between tags.
The only thing it does is text replacement/editing.

Get it HERE

To all who are interested in what you can do with rawscript, take a look. HERE
The .raw file is the input, the .txt file is the output.

Example :
Prototype, macro and RAW_MULT :
#define [SIZE_MULTIPLY_MACRO:size]{[RAW_MULT:SIZE:size:TWO_HANDED:size:MINIMUM_SIZE:size]}
#define [EDGED_MULTIPLY_MACRO:size:depth:power]{[RAW_MULT:ATTACK|EDGE:size|depth||||power]}

[PROTO ITEM_WEAPON:SWORD_PROTOTYPE]
   [SIZE:900]
   [SKILL:SWORD]
   [TWO_HANDED:77500]
   [MINIMUM_SIZE:62500]
   [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]
   [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]
   [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]
   [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

[ITEM_WEAPON:SWORD_GREAT]
   [NAME:great sword:great swords]
   [MATERIAL_SIZE:7]
   [RAW_IMPORT:ITEM_WEAPON|SWORD_PROTOTYPE]
   [SIZE_MULTIPLY_MACRO:1.25]
   [EDGED_MULTIPLY_MACRO:2:1.5:2]

[ITEM_WEAPON:SWORD_HUGE]
   [NAME:huge sword:huge swords]
   [MATERIAL_SIZE:9]
   [RAW_IMPORT:ITEM_WEAPON|SWORD_PROTOTYPE]
   [SIZE_MULTIPLY_MACRO:1.5]
   [EDGED_MULTIPLY_MACRO:3:2:2.5]

[ITEM_WEAPON:AXE_HUGE]
   [RAW_IMPORT:ITEM_WEAPON|SWORD_HUGE]
   [RAW_REPLACE_TAG:NAME:NAME|huge axe|huge axes]
   [RAW_REPLACE:ATTACK:slash:hack:ATTACK:slashes:hacks]
   [RAW_REPLACE:SKILL:SWORD:AXE]

Functionally, this results in an axe that has the exact same stats as the huge sword, you can use another Edged_Attack_Multiply macro to change stats for the axe.

Another Example :
This showcases how you can simplify definitions of large amounts of tags with small variations using macros.
Be aware that you can have macros within macros within macros and so on.

#define [STANDARD_IRIS_MACRO:COLOR]
{[COLOR_PATTERN:IRIS_EYE_COLOR]
   [PATTERN:IRIS_EYE]
   [CP_COLOR:WHITE]
   [CP_COLOR:BLACK]
   [CP_COLOR:COLOR]}

STANDARD_IRIS_MACRO:AMBER]
[STANDARD_IRIS_MACRO:AMETHYST]
...

Suggestions are very much welcome.

15
DF General Discussion / Re: 31.18 Weapon Research
« on: November 22, 2010, 09:36:53 am »
You can add the urumi as a seperate weapon, just make sure it becomes edged.
surface of 1000-2000, penetration of 120-180, speed of 1500-2000, EDGE should work for the urumi.

The whip and scourge can be turned into cutting weapons, if you do it correctly, turn up the pain receptors on skin and fat tissues.
Make the area of a hit 2000-3000, penetration around 40, velocity around 2000-3000.

It IS encouraged to turn the relsize of skulls up to around 80-120 to remove the likelihood of skulls/bits of skull getting rammed through brains( this will remove the silly deaths by punch to the face but should still allow hammer smashing )

This is purely from memory, but it should be within the succesful parameters, the whip is almost entirely useless against armor and for deep attacks, brains won't get pierced if penetration is low enough, just lots of shallow cuts that bleed.

Urumi should work decently against light armor, might even work against copper to some degree, should allow removal of limbs on good hits.

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