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Topics - RantingRodent

Pages: 1 [2]
16
DF Modding / Need some help
« on: January 25, 2009, 03:00:56 pm »
Hi everyone,

My time to work on DF modding is limited, and there's something I need in order to refine my tile set that I just do not have time to do.  I need to know the character codes used for each tile of each workshop.  Once I've got this, I can make an easy Flash tool to preview all of the workshops at once, and I can start tweaking tiles to make them look nicer.  I can't think of any way to do this without manually going through and checking, but if someone knows a way to do this through memory inspection or some such, please let me know.

This information would also be useful to fill out the Tileset section of the wiki.

17
DF Suggestions / Named weapons
« on: January 24, 2009, 09:38:05 am »
I've seen a few suggestions of similar ilk, but usually of the "I want to make named weapons" nature.

I would like to propose something far simpler.  Any weapon used in an important worldgen event; ie killing megabeasts or civ leaders should become a named weapon, much the same as animals with kills earn names.  At this point, the weapon itself can be counted as a worldgen entity with its own history, starting from the event that earned its name.

Maybe this changes the properties of weapon, maybe not.  I could see elevating it to a masterwork quality, or granting it some effect based on the entity it killed, maybe killing a demon with your broadsword means that it will now do extra damage to cold-based creatures, etc.

18
After looking through all of the available set, being the picky bugger that I am, I decided to Frankenstein together my own mix, as well as add some new tiles to the mix.

As an addition, I rejigged all of the stone, soil, ore, and gem tiles so that you can tell what you are looking at a lot more easily without having to check with 'k'.  I think I've put together one of the more graphically rich sets out there right now and I'd appreciate any feedback that you guys have.

This is designed to be played with accented characters removed.  As long as the game continues to use characters as graphics, I don't think it can afford the luxury of fluff like accented characters.  Not at the expense of other aspects.

Here is a summary of what each of the ore tiles means

"Special Ores" encompasses Bituminous Coal, Lignite (Fuels) and Bauxite (Magma-Safe)

Enjoy!

Mod only: http://dffd.wimbli.com/file.php?id=794
Bundled with 40d: http://dffd.wimbli.com/file.php?id=1684

19
DF Modding / Graphics for birds
« on: January 04, 2009, 05:00:37 pm »
I've created some graphics for the birds and I can't seem to get the game to use them instead of the character tiles.  When I see a bird in-game, I see the character tile with colour applied, rather than my graphic.  Are vermin hardwired to use tiles rather than graphics?

Here's the graphics definition file I've created.  The file name is graphics_creature_birds.txt

Code: [Select]
graphics_creature_birds

[OBJECT:GRAPHICS]

[TILE_PAGE:BIRDS]
[FILE:creature/birds.bmp]
[TILE_DIM:16:16]
[PAGE_DIM:1:6]

[CREATURE_GRAPHICS:BIRD_BLUEJAY]
[DEFAULT:BIRDS:0:0:AS_IS:DEFAULT]

[CREATURE_GRAPHICS:BIRD_CARDINAL]
[DEFAULT:BIRDS:0:1:AS_IS:DEFAULT]

[CREATURE_GRAPHICS:BIRD_GRACKLE]
[DEFAULT:BIRDS:0:2:AS_IS:DEFAULT]

[CREATURE_GRAPHICS:BIRD_ORIOLE]
[DEFAULT:BIRDS:0:3:AS_IS:DEFAULT]

[CREATURE_GRAPHICS:BIRD_RW_BLACKBIRD]
[DEFAULT:BIRDS:0:4:AS_IS:DEFAULT]



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