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Topics - RantingRodent

Pages: [1] 2
1
DF Modding / TTF question
« on: October 17, 2017, 10:50:53 am »
I'm considering returning to Dwarf Fortress and reviving my old graphics pack. I can't find a good answer to this question just by searching the boards, so far. Why are no graphics packs taking advantage of replacing letters with graphics? Is the TTF support still not finished even after all of this time? Because the prospect of having so many more tiles to work with and eliminating some double use-cases is very exciting to me.

2
Hey everyone,

This is mod-related, but I'm a lot more likely to find what I need if I post it here, so I apologize for the slightly misplaced post. I'm working on my graphics pack, but my free time situation doesn't allow me to actually play a ton of Dwarf Fortress. I want to figure out how the graphics work for forgotten beasts and variant creatures (animal people and giant creatures which are not defined directly in the raws).

Can anyone please donate a save file or two to my cause?

3
DF Modding / Can you specify graphics for creature variants?
« on: November 08, 2010, 12:10:56 pm »
Hey, does anybody know if this is even possible? If an Elephant Man or Giant Elephant are created by DF using the ANIMAL_PERSON or GIANT variation, what graphics/tile will the game use for the variant creature? The same one? If nobody knows, does anyone have a .16 save with a variant creature hanging around that I can use to poke and prod with? I haven't run into any yet.

4
DF Modding / RantingRodent's Dwarf Fortress Raw Patcher (Out of beta!)
« on: November 02, 2010, 07:52:47 pm »
What does it do?
Updating your mod for each release is a pain, right? Well hopefully not any more. I kept trying to solve the time problem with complex utilities, but this time I'm building something super simple. RawPatcher to the rescue. The utility goes through the DF raws and modifies the values that were changed in your Mod raws, and adds new entries where none previously existed.

The tool will attempt to intelligently merge raw objects according to this logic:

1. The first token in the tag is treated as the name of that "property".
2. If the property doesn't exist on the source object, it is added to the end.
3. If an exact match for the property is found in the source object, no changes are made.
4. If one instance of the property exists in the original and mod objects, the mod property replaces the original property.
5. If multiple instances of the property exist in either location, the mod property is added to the end of the object.

You can also force behaviour by using the following tag formats:

[ADD_TAG:METAL_ORE:IRON:100] will add the tag [METAL_ORE:IRON:100] to the end of the object, regardless of what is already there. If a tag is found which matches this exactly, it will not be added.

REMOVE_TAG removes a single property that best matches the provided tag. An error results if multiple tags ties for best match.
[REMOVE_TAG:METAL_ORE] will remove [METAL_ORE:IRON:100] if it is the only METAL_ORE on the object. There will be an error if it also has [METAL_ORE:LEAD:100]
[REMOVE_TAG:METAL_ORE:IRON] would remove [METAL_ORE:IRON:100] if both tags existed.

[REMOVE_ALL:METAL_ORE] will remove all METAL_ORE tags on the object. Only accepts a single parameter.

DFFD link: http://dffd.wimbli.com/file.php?id=3353

Installation
1. Install Adobe AIR
2. Double-click the AIR file
Should work on PC, Mac and Linux. Contact me if it doesn't, please

Usage
1. Create "mod raw" files containing ONLY your changes. (see below for example)
2. Point the utility to your mod files and a clean copy of the df raws
3. Point the utility to an output folder
4. Click "Do It"

Notes
- files in the source folder with no counterpart in the mod folder will be copied directly
- files in the mod folder with no counterpart in the source folder will be copied directly
- the order of objects in the raws don't matter. The tool is smart enough to match up tags to objects
- the tool is not smart enough to match things up well with hierarchical sub-tags at this point, so some of the more complex raws may not work well
- you can use this tool to combine several mods together by using the output from the first merge as the base for the next merge
- all comment text is completely stripped during this process

Roadmap
I'll eventually put up a poll to see what I should prioritize, but this is my personal order for now.
1. Eliminate the restrictions on sub-folders are raw file types
2. Save last selected folders
3. Generate a mod folder describing the difference between two sets of raws
4. Select multiple mods to apply at once, detect conflicts
5. Single file merge
6. Rule-based changes
7. Add support for init files
8. Retain comments

Example
In the DF Raw (inorganic_stone_mineral.txt)
Spoiler (click to show/hide)


In the mod Raw (inorganic_stone_mineral.txt)
Spoiler (click to show/hide)

In the merged Raw (inorganic_stone_mineral.txt)
inorganic_stone_mineral
Spoiler (click to show/hide)

5
DF Modding / A Vile Force of Spriting Approaches (Beta3)
« on: October 21, 2010, 11:37:12 pm »
This is an early release of my graphics pack adapted to DF2010. It's not quite ready for prime time yet, so I'm not doing the pre-packaged version or any significant installation/usage instructions yet. I'd rather spend the time working on the mod itself for now. You'll have to know what you're doing to use it right now.

DFFD Link: http://dffd.wimbli.com/file.php?id=3376
I've included the mod in two formats:
1. Raws for 31.18
2. Patch for use with my RawPatcher utility, which can be applied to past/future versions of DF.
I've also included the init.txt and d_init.txt that I use.

If you are using the mod at this point, PLEASE provide feedback through this thread.
I have placed numbered sprites on all of the font tiles I am not actively using at the moment. If you see a number on top of a box with an X in it, please report the number shown and what the tile was supposed to be

Release notes
Beta3
  • Added Dwarf Ghost
  • Added Elf Ghost
  • Added Human Ghost
  • Added ladle sprite
  • Added Bogeyman tile
  • Added Night Creature tile
  • Human fortress gates now look more like gates
  • Shifted sprites around to accomodate new ring/bracelet tiles, designed new ring and bracelet tiles
  • Minor tweaks to Dwarf Siege Operator and Siege Engineer
  • Finished Elf Siege Operator and Siege Engineer
  • Finished Elf Medical jobs

Beta2
  • Added a unique sapling tile for Tunnel Tubes
  • Added a Fluffy Wambler sprite
  • Added a Cave Swallow sprite
  • Added Purring Maggot sprites
  • Added a sprite for splints
  • New road/river sprites for worldgen. Also makes the crutch look more like a crutch
  • New stair/bin tile. Cursor looks funny but I don't really care.
  • New stockpile ground tile with some transparency and a pattern

Known Issues
  • During winter, deciduous trees look like chairs on their sides
  • Cave Fish Men do not have a sprite
  • Buzzard and Vulture lack sprites
  • WorldGen looks kind of ridiculous (may not ever fix)
  • Some blank tiles on site selector

Some notes:
  • Requires TrueType to be enabled; most of the letters have been replaced with sprites
  • Until TrueType support becomes more broad, you won't be able to read any description text or thoughts, etc. That screen is still using the tileset font at the moment
  • TrueType currently requires the 2D rendering mode
  • Yes, I will still have the wall options I offered in the 40d version of the mod when I finally release it widely, but during the beta I want to test out the walls and doors that I sprited from scratch for a top down view

6
DF Modding / RantingRodent's Dwarf Fortress Hiatus
« on: May 31, 2010, 07:13:47 am »
Hey everyone, I just wanted to broadcast this out officially. I am taking a bit of a hiatus from Dwarf Fortress and modding while I get my business up and running. Hopefully I can return when 0.31 is more stable. I don't expect to be gone more than 3-4 months before I can start getting back into this.

I have a partially completed transition to 0.31 compatibility. If anyone wants to help me out by finishing that conversion off, just let me know and we'll figure something out. Apologies to anyone that's been waiting, I had hoped to get this done before I got pulled away but it just wasn't in the cards.

7
DF Modding / Question for users of RantingRodent's Graphical Overhaul
« on: April 08, 2010, 07:26:42 am »
I'm faced with a decision right now and I can't decide which way is best. Basically, the new version seems to have added a few more stone categories that should be identified with unique tiles. However, I've run out of good looking stone tiles that are distinct enough for easy recognition.

I can spend more time looking for more tiles, or learn to make stone tiles myself, which will delay the release longer. I can also shift to the same style ore tiles as my ASCII Loyalist tileset uses. I would replace the simple diagonal line background used for the Loyalist set with a stone background, like the current gem tiles.

Note: "layer stone" in the poll includes soils and sands

Here are the current tiles for the Overhaul font:
Spoiler (click to show/hide)

And for the Loyalist font:
Spoiler (click to show/hide)

If the least graphical option, #3 wins, the following tiles would be affected:
- HFS Stone
- "Special" Ores - Bauxite, Bituminous Coal, Lignite
- Iron Ore

It doesn't seem like much, but I'd like to know what everyone's feelings are.

8
DF Dwarf Mode Discussion / Need advice for megaproject design
« on: March 28, 2010, 10:44:52 am »
Now that I've learned to handle a decent number of dwarves, I'm considering my first megaproject. The design viewed in 3D will be relatively complex. Are there any good 3D sketching tools out there? I tried LEGO creator and it caused some really strange graphical problems whenever it was running.

There's also a few different auto-designation tools out there, which one is the best for megaprojects? This one is going to span a few embark tiles.

9
DF Dwarf Mode Discussion / New technique for swimming lessons
« on: March 17, 2010, 10:00:08 am »
I just found a little bug in the dorf pathing code that allows fairly easy swimming training. I built this setup in my fortress, and just added a ton of stockpiles to the right. Everything else is on the left. When the mob of haulers ran by bringing things to the stockpile, I suddenly got "Dangerous Terrain" spam like crazy.



Turns out dwarves don't look down a ramp to see what the water level is before choosing to path across it. Even better, instead of jumping back off of the ramp, the dwarves are actually swimming across the 7 depth water to the opposite ramp and coming back up on the other side. After a very short time I had my first dabbling swimmer.

Can the dwarven scientific community please validate my findings?


....I wonder if this also applies to magma....

10
I'm considering setting a low pop limit in the init file for most of my fortress construction. In vanilla DF, would this generally make the game easier (lack of nobles, no need to expand food industry, etc)? Or harder  (I refuse to rely heavily on traps, so military pressure is likely to be high). I would prefer to have a dedicated corps of legendaries doing the job I need with some stat-boosted haulers supporting them, and a small, well trained military than a sprawling fortress full of dabbling incompetants.

I was considering a pop limit around 30 dwarves during construction.

Mainly I want to do this because I've noticed that when you're focused on construction and expansion, rather than generating wealth, the additional bodies end up idling or engaged exclusively in supporting each other's needs. Oh, and slowly torturing the FPS to death as well. I'd rather get my fortress built and prepared with a "work crew" and then open the floodgates once the fortress is ready.

Any thoughts?

11
Other Games / Roguelike starting development - IllFate
« on: December 26, 2009, 11:34:57 pm »
I've started developing a Roguelike of my own. Seeing Dwarf Fortress come this far using a game design I always wanted to tackle and always assumed was not feasible has built up some motivation.  To make sure I stay motivated, I'm going to try to keep the development process as public and open as possible. That way I have the external pressure of public failure preventing me from giving up on it if I get frustrated.

I am maintaining a development blog, here: http://blog.andrewtraviss.com/?cat=30

Every time I post an update I am attaching the latest version of the game to the post. Check it out some time. There's very little there right now, but I intend to maintain a steady pace.

You'll notice that I am using my DF graphics pack for graphics at this point in time. It is based on Sphr's originally, and if the community here thinks there's a problem with that then I can dump it in favour of something else. Seeing as how I am already putting effort into that pack I thought it was best to make effort for my game benefit DF and vice versa.

12
DF Modding / RantingRodent's Tileset for ASCII Loyalists [Updated to 2.0]
« on: December 19, 2009, 03:57:07 pm »
I meant to get this done much earlier than this, but better late than never. I have applied my changes to the stones and ores, and used more symbolic tiles for them so that they fit in better with the vanilla tiles. I also adapted my levers and used my water tiles. I used the Guybrush-modifed version of Herrbdog's tileset as my basis. I also used a couple of characters from Nostalgia's 8x8 set for the Layer minerals.

This tileset requires the removal of accented characters (included) and is best viewed with one of the Natural colour sets.

DFFD: http://dffd.wimbli.com/file.php?id=1694

Here is an explanation of the various stone tiles.


I have made a couple of improvements that I intend to port back to the graphical version:

Fuel ores and Magma-safe ores no longer share a tile.
Since it is the only mineral in which Diamonds can be found, I've given Kimberlite its own tile.

This is the colour scheme I am currently using:
Spoiler (click to show/hide)

13
I'm trying to pack up a new release of my graphics pack, but when I downloaded a fresh 40d from the website, and applied my changes, I get this:
Spoiler (click to show/hide)

This only happens to one dwarf. It's not even an entire profession. If I have another dwarf with the same profession as the broken on, the second dwarf is fine. The dwarf behaves correctly in all ways, he just has a messed up sprite. I saw the same thing when I applied my mod to 40d16, except that the tile was a solid white fill instead with a slight gradient. In 40d (but not 40d16), if I scroll him off screen and then back on screen, the tile will sometimes change appearance.

A few things:
  • There are no entries in the errorlog
  • As it pertains to dwarves, I have modified the graphics and object files (spoilered below)
  • I have not tried making any other races playable
  • It is not consistent which profession the affected dwarf is
  • If I save and then continue, it's always the same dwarf that's not working

graphics_race_dwarves
Spoiler (click to show/hide)

creature_standard
Spoiler (click to show/hide)

14
DF Modding / Urist McModder [New Utility]
« on: March 08, 2009, 09:56:10 am »
Hi everyone,

I'm quite proud to present the first release of my modding tool for Dwarf Fortress.  This should be considered a beta release, and I have no documentation ready for it at all.  Back up your files before you use it, because I can only test so much on my own.

Download from DFFD


Here's a quick step-by-step to get you into the tile editor.

Step 1:  Make sure you have Adobe AIR installed (Go to http://www.adobe.com/ and click the "Get Adobe AIR" button)
Step 2:  Install the .air files from DFFD by double clicking it
Step 3:  Run Urist McModder
Step 4:  From the File menu, Select Mod Location.  Point this to the root of your mod.
NOTE: Urist expects the mod to be in DF structure; with a raw and data folder at the top level.
Step 5:  From the Editors menu, New Graphics Editor
Step 6:  In the new Graphics Editor window, go to File, Open and select one of the graphics.txt files you've created already
Step 7:  Enjoy.

There's a bunch of functionality in there, feel free to explore (but once again, back up your files, please).  It can't cause any damage until you Save.  You can create as many instances of Urist McGraphics as you like, to work on multiple tilesets at once.

15
DF Modding / Dwarf Fortress Modding Features Aggregator
« on: February 22, 2009, 10:42:47 am »
There are large areas of this game which are not open to modification by players at this time.  Of course, we are able to put modding features up on the eternal suggestion voting or in the suggestions board, but then it mixes in modding and actual gameplay feature requests.  I think that mods are a major reason that dwarf fortress is able to retain popularity while Toady is working on the next big feature, and as such deserves more specific attention.  To that end, I would like to use this thread to do two things; Track exactly what can already be modded, and to discuss what new modding features would help the modding community out the most.

My hope is that Toady can use this thread to judge what to expose to us sooner, rather than later.  I will eventually collect votes on possible features, and show them, somehow.

I will use the second post in the thread to keep track of what information we've gathered.  It will be an empty post at first, but I will take some time to fill in a lot of what we already know we can do, or will be able to do in the next release.  If there's a debate about how something should be exposed, please take the debate out of this thread and just post a link to it here.  I will transfer the link to the main post.  Participation would be greatly appreciated.

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