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Messages - Mason11987

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346
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 24, 2010, 01:54:48 pm »
Right now the raws ARE being linked with the tileset guys! The "problem" is that it copies over the WHOLE RAW FOLDER, and replaces ALL THE RAWS. But it /works/ still, just deleting other modifications the player may have made.

The idea is that you provide it with a set of modified raws and it transfers ONLY THE TILE DEFINITIONS from these raws and transfers them to a specified set of raws.

Quote from: LucasUP (Origional PIPEDREAM spoiler)
It would need to change the tile-assignments for all rocks/creatures/items/etc in raw files TO MATCH the new set, WITHOUT CHANGING THE REST OF THE RAWS (AHHH! NIGHTMARE!)

Problems:
...need to ONLY modify specific parts of the raw files EDIT: Okay this is an eventual goal

Mason, I thought I had already explained this, and that you agreed it was going to be a goal. I guess we misunderstood eachother :P

I see what the problem is now.  I think I understand tilesets graphics to be simpler then they are.  That's okay.  We're getting close.

I set it up to read your settings on first load too, so we're very close to a solid release you can put in with your pack.

347
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 24, 2010, 12:17:22 pm »
Please note that your screenshot indicates you're using edited raws. My curses set does not.

Do you know that from the ingame picture, or are you saying that because it's in the "graphics" dropdown?

348
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 24, 2010, 10:10:38 am »
[edit] Zip [/edit]


All it requires is this line in the init:
[FONT:curses_6x9.png]

And the image in the data\art folder:
http://img80.imageshack.us/img80/7370/33250212.png


I personally recommend using this for the init:
[WINDOWEDX:129]
[WINDOWEDY:46]

Also, the color set that I made for use with the curses (data\init\colors.txt):
Enhanced-contrast colors:
Spoiler (click to show/hide)



I haven't yet set up changes to the "colors" file, but it should be in next run.

349
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 24, 2010, 08:37:33 am »
You have my request permission to include my 6x9 curses in the package. (See sig for link)

Also, I commend you on the reversible exotic changes. I hadn't thought of that.

Could you upload somewhere a zip that has the necessary files with anything your set needs?  A raw folder, an "art" folder, and a default init, with changes that point to your file name?  Thanks.

Thanks, sorry to basically copy your idea for noexotic.  I'm extremely grateful you gave me the idea though, I've wanted a dungeon master for forever and this is a great replacement until they work.

350
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 24, 2010, 07:33:57 am »
What does everyone think of something like this?



The popup with a sample of the tileset shows only when you mouse over the listbox (which expands to the appropriate size when you roll over it).

I made the samples out of the same save, same location so comparisons can be made easily, which I think is pretty cool.

Are you familiar with hermano's raw tile merger?
The idea is that you provide it with a set of modified raws and it transfers ONLY THE TILE DEFINITIONS from these raws and transfers them to a specified set of raws.
This is great because it allows using a "raw-mined" tileset with a modded DF or quickly transferring a tileset to a new DF version. Unfortunately, many people find it too complicated. So what I meant-
-Place a raw folder (with both graphics and objects definitions) in DFConfig
-Specify your DF folder in DFConfig
-Provide the user with checkboxes to select whether he wants to modify the raws in the main folder (for world generation) and which of the save folders does he want to mod.
-Even better- for lineage games-
   1. Install a set of raws and backup the originals
   2. Play the game
   3. Uninstall the changes - restore back to the original raws and pass the game on


EDIT: and yes, the raws need to be linked to a tileset. Probably by having a separate folders with both /raw/ and an appropriate /data/art/ in it. So first the user would choose the graphics set (creature graphics, a set of tilesets and a set of raws appropriate for the tilesets) and THEN choose which of the tilesets in the set to use.

I read your post a few times, and I'm curious, are you sure this doesn't already do what you want it to do?

I will add a global "default all" button, for sending games to other players though, that's another obvious idea.

A few posts up I list what I do to switch different graphic/tilesets.  I guess I don't a have full understanding of graphics/tilesets because I thought what I did is most/all of what people did to change what the game looks like.

351
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 24, 2010, 05:29:06 am »
I thought you fixed this, but in v1.6 the tileset folders still have "graphics_TILESETNAME" (except for in Phoebus')
This is causing creature/dwarf graphics to not show up! but its as easy as renaming the folders to "graphics". Once I did myself, it worked for me.

I can't believe how much work you've put into this over such a short period of time! Great job!

V1.7 has it actually fixed now, thanks.

It needs to be able to swap tilesets+raws at once , because different tilesets map tiles differently. It will be of a great use then.

In my program it moves the graphics/raw/init.txt file from the chosen graphics set to your install directory.  Is this what you mean?  If not can you check out the program and see if it does what you expect it to?  Thanks!

Good sir. This is awesome and you should feel awesome.
Would you be interested in a set of suggestions on making it the ULTIMATE gfx installer?

:D.  Thanks Mike, I appreciate it, I assumed you wouldn't mind me packing in your tileset.   Yours was the one that first got me into this game after all.

I think doing tileset (graphics/raw/init) is sufficient for MOST users needs.  But I have a few additional idea.  I'd love to be able to make it so that in the program you have the dropdown but somehow it gives you an idea of what those tilesets look like when you install them.  I think I know how I could do that but priority #1 is maintaining simplicity.

But please lay your suggestions on me :), always up for a challenge

352
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 23, 2010, 09:20:48 pm »
Thanks for the info.

I'll improve on the save game updater to avoid problem with wrong graphics.

You convinced me, I'll switch the tilesets folder layout to use... (Edit: Done for 1.7)
Folder\raw
Folder\data\art
Folder\data\init\init.txt

Also, default ASCII is a "duh" thing, I'll add that. (Edit: Done for 1.7)

353
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 23, 2010, 08:58:49 pm »
V1.6
  • Tileset swaps now auto-apply to all save games
  • Tilesets are now in a dropdown and new tilesets can be added and will show up in the dropdown.  To add new ones, Add a folder in "tilesets", directly inside that folder have the tilesets "raw" folder, the tilesets "art" folder (found in it's data folder), and it's init.txt file (found in it's "data/init/" folder)
  • Fixed graphics_x problem

354
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 23, 2010, 08:09:53 pm »
Problems:
Everytime tileset is changes, raw and init changes are reset. all Mods and some DFConfig changes would be removed. Warn users of this effect!
Either need to ONLY modify specific parts of the raw files EDIT: Okay this is an eventual goal
OR AT LEAST update interface to reflect that raws are back to default (IE Aquifers, Exotic Pets, and Normal Dwarves are back!)

Is this intentional?:
"Phoebus" tileset option puts graphics, graphics_Mayday, AND graphics_Phoebus folders in \raw folder
Also shouldn't the folder always be called "graphics" ? no matter the tileset?

Suggestion:
In tileset folder, structure file contents exactly how they would be in a DF folder, making it easy to put in a graphics pack and the program automatically using the proper files.
Do graphic folders need to be named things like "graphics_Phoebus" ? If they could be just "graphics" in addition to the above, any newb could throw another tileset, or update, into your pack.

Yes, running df_savegame_updater will copy all RAWS into savegames. However there is a problem with it, in that it only ADDs the contents of the graphics folder instead of REPLACING IT, which causes there to be files from multiple graphic sets to pool in there.

Ultimately, changing the tileset will apply your chosen settings to the new raws.
Fixed the problem with the graphics_etc stuff.  That was lingering from my first attempt.  everything will just be called "graphics" as expected.  Thanks for spotting this.
Suggestion: I COULD do that, but most tilesets are packaged with extra stuff that isn't needed for this, and I was hoping to keep the filesize as low as possible.  I'm not completely against the idea though, both options have their merits.

I took the savegame updater and created my own version which I'll package with the next release, mine runs silently/hidden.  messing with it to delete old stuff is certainly possible but this works atm so I'm not too concerned with it.

Thanks for testing, I very much appreciate it.

355
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 23, 2010, 07:35:26 pm »
Holy Cheese! :o
Thats amazing.
I'll get right on to testing it.

Could you give me some details on how it changes the files? You must have it just copying files over right now, not changing specific bits in the raw files. This is fine for my pack, but its important if people try to install mods/change their raw files in some way. How does it deal with save game raws? Does it replace all savegames raws completely with the main raws?

This may be too much to ask, but could you make the tileset-change a drop-menu, that auto-populates with whatever tile sets are in the folder?
That would make them easy to add and update.

It's really simple how it does it.  Here are the comments in my code:

'delete raw folder
'copy tilesets/NAME/raw to raw folder.
'Run df_savegame_updater.bat (doesn't do this yet)
'delete data/art folder
'copy tilesets/NAME/art folder to data/art
'delete data/init/init.txt
'Copy tilesets/NAME/init.txt to data/init/init.txt

I put this up in hopes that people would tell me if the tilesets worked perfectly or not.  But there are a few steps before this is "done".
  • My "Mods" change raws, replacing raws from the tilesets folder undoes these.  I can handle this, I just haven't yet.
  • Save game raws aren't yet affected, but I think the df_updater can handle that, I could even run that myself probably.
    • Edit - Confirmed this definitely works, put it in my code and it brought up the df_updater bat file, and the update worked when I loaded up old saves.  I intend to duplicate this function so noone needs to see the cmd window
  • I'm certain that various mods can screw this up.  But those users aren't particularly my audience for this program.

It shouldn't be a problem to make a drop down/autopopulate, I don't know a lot about tilesets, but I'm running on the assumption that the changes I take are sufficient and any/all tilesets can be used by putting them in that format (raw/art/init).

356
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 23, 2010, 07:11:32 pm »
V1.5 - Pipedream fulfilled.

As far as I can tell it works and you can now switch tilesets by clicking on the one you want. 

Some help testing would be great.

Lucas, I packed in with my .exe a "tilesets" folder which has a folder with each tileset.  In each is an art folder, a raw folder, and an init file.

Eventually when this becomes part of the LazyNewb pack you should be able to just drop it in as is and it'll work, and new tilesets can be added/updated by me relatively easily.

First post now credits creators of the four tilesets I've added by default.

357
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 23, 2010, 04:50:28 pm »
Oh wow! You really are making this perfect for LazyNewb Pack. Awesome.
Also tool-tips are a great addition! Check the grammar of a few of them though. The one for Invaders is an incomplete sentence and Economy's needs to be re-worded

I really want to pack this into LNP but you are releasing new versions out the wazoo so I won't just yet. Tell me when you think I should pack a version in quickly, or if I should at all.

I had a (PIPE DREAM) idea, which would be ambitious and probably need to be a SEPARATE utility, made after DFConfig, and might not be something you personally would want to attempt.
Edit: Also I think newer versions of DF might make this redundant.
Spoiler (click to show/hide)

When I can have it read options by default you can pack it in with your pack.  I'll let you know when that is.

I'll go over the tooltips as well.

I had the same pipedream, and I'm planning on doing it.  But not exactly sure how right now.  I think I'll put it in a later version of this, just need to download a lot of tilesets and make sure they're working okay.

Edit - I'm downloading your pack, and the three alternate tilesets to give it a shot.

358
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 23, 2010, 03:25:35 pm »
V1.4

Combined Exotic pets/mounts (don't know practical effect of exotic or regular mounts, but it doesn't really matter).
Added laptop keybinds option (exactly the same as the LazyNewb pack)

359
DF General Discussion / Re: Screen Resolution Issues.
« on: June 23, 2010, 02:20:19 pm »
I used my mouse scroll wheel.  It made it bigger.

Huh.

Is there a set # of years on the world generation?  One was up to 2000+ where I saw a video of someone that only made it to 200 years.  Is an older world harder for a newb?

I think DF vanilla is just 1050 before it stops, but you can stop it earlier (ESC) it make it longer ([e]dit parameters before generating).

Older isn't necessarily harder or easier.

Though if dwarves die out altogether (probably more possible the later you go, though it's not very commom) you could have some trouble (low/zero immigration)

360
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 23, 2010, 08:31:36 am »
V1.3 - Separated into Options/Mods.

Added option for pop cap/child cap.
Added option for water flow visibility
Added mod for normal/fast/faster dwarves

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