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Messages - alamoes

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1
DF Modding / Adding custom images to the game [HELP] [Premium Mode]
« on: December 29, 2022, 10:08:40 pm »
I have this sprite sheet, and I'm trying to add in an image from it.  Here's what I tried:

Code: [Select]
graphics_musket

[OBJECT:GRAPHICS]

[WEAPON_GRAPHICS:ITEM_WEAPON_MUSKET]
[WEAPON_GRAPHICS_DEFAULT:MUSKETS:0:0]
[WEAPON_GRAPHICS_MATERIAL:MUSKETS:0:0]
[WEAPON_GRAPHICS_WOOD_GROWN:MUSKETS:0:0]
[WEAPON_GRAPHICS_WOOD:MUSKETS:0:0]

This is for the tile page muskets:

Code: [Select]
tile_page_muskets

[OBJECT:TILE_PAGE]

[TILE_PAGE:MUSKETS]
[FILE:images/muskets.png]
[TILE_DIM:32:32]
[PAGE_DIM_PIXELS:167:167]

Now I have no idea what any of that does, I just copied off vanilla to no avail.  I've tried both 32 and 167 in tile dim.  I'm gonna try a couple things, and if I figure it out, I'll tell you. 

2
DF Modding / Re: How to make my guns more damaging?
« on: November 13, 2022, 01:40:18 am »
Generally, I've found my bullets don't tend to make things explode, they do a ton of internal damage instead.  To make things explode, I'd make the bullet hammer sized, and see if that helps.  AFAIK, I don't think the attack type does anything, edge, blunt, or whatever is for melee right?  I'll look into making a bigger bullet and seeing what that does.  I'm in a !!!SCIENCE!!! mood. 

Lead Hammer sized (hammers are 400 size) AK47 bullet:
Spoiler (click to show/hide)

But yeah, basically, the tools we have are shot size, shot weight, shootforce, and maxvel, and I tend to keep maxvel 'uncapped' at 9999999 because if you got the math right, bullet velocity should be about correct regardless of the maxvel. 

Oh and standard size AK47 bullets are size 2.36.  I think the game rounds, but I'm not sure. 

Other stuff I learned testing out my guns.  Your main method of killing is either puncturing the lungs or shooting the head.  It takes 3-4 shots to get this, but you can generally get it fairly quickly.  I'll probably edit this again in a second. 

I'm gonna make a propper musket and test with that. 

3
DF Modding / Re: What's going on in your modding?
« on: November 13, 2022, 01:08:09 am »
Might as well post this.  Remaking a guns mod in DF with the handy dandy shootforce calculator tool I made in VB a long time ago because why not? 

>When you realize that crossbow bolts are 1.75x0.01 meters long (or a variation of, it's a flying brick), and everyone who's made a gun mod has made their bullets about in scale of that.  Bullet size 80 cm^3 is like shooting a big rock at someone.  Lel. 

Spoiler: loadout (click to show/hide)

Spoiler: testing logs (click to show/hide)

Spoiler: wounds (click to show/hide)

I also made other civil war weapons, like the 1842 musket, the enfield, and a couple modern weapons, like the AK47, which has a tendency to puncture lungs. 

Spoiler: The Science (click to show/hide)

 Might post a weapons pack, but I'm just messing around in the arena right now. 

4
Forum Games and Roleplaying / Re: Lethal Harmless Powers
« on: March 12, 2019, 04:58:35 pm »
\
Power: Whenever you're going to do something you'll regret, someone else at the edge of earshot will coincidentally tell somebody else "you're going to regret that".
Spend $1000 on lotto tickets. If you'd lose, you'd regret it, and not do so, and could try again next week.

The ability to instantly turn any body part into a fully controlled and identical Cybernetic version, or grow cybernetic body parts wherever a biological one may be missing, for whatever reason.
I am now a factory for advanced high-tech goods with no inputs and minimal maintenance. Just sell the parts and become fabulously wealthy.

You sneeze whenever someone is talking about you.
I can read.  Become a trigger to someone else's scheme.  Whenever they talk about you, you sneeze and pull the trigger, ending the lives of the hostages. 

Any time you get into a car, someone elsewhere falls asleep. 

5
I'll be voting for the Barragan, for good reason.  It's actually pretty good, if wildly implausible to get working.  I'm also voting on the Biplane, because memes, and we get two designs per turn, correct? 


Quote
Design phase:
Gretchin HAG (0):
Barragan Attack Corvette (4): Doomblade, Jerick, Frostgiant, TFF, Alomoes
Stealth Biplane (1):Alomoes

Also, deploying Rime shells on the enemy capital to cause a winter apocolypse seems plausible, given enough Rime shells. 

6
Well, sup.  Bought this a while back, when it was... Archimedes build 1 or something, so yeah.  Time to try the patcher. 

7
K.  Fighter time. 

Spoiler: The Stutzer Fighter (click to show/hide)


Also, we need an adhesive. 

Spoiler: Adhesive (click to show/hide)

Well, that's posting at 7 am after a full night up.  Cool. 

I'm adding a biplane, because apparently those are still useful. 

Spoiler: Stealth Biplane (click to show/hide)

Spoiler: Caelium Engine (click to show/hide)

8
Forum Games and Roleplaying / Re: Let's build a world together
« on: March 09, 2019, 07:44:41 pm »
From algae, comes plankton, small amounts of carnivorous and herbivorous life living in a primoridial soup too small for the normal eye to see.  They consume larger life in swarms, and are deadly to the touch. 

Beware the red swarm

9
I thought the autocannon was for AA, and mounted on a truck, and not really an artillery piece.  I can do better AA. 

Spoiler: Floating Mines (click to show/hide)
I'd fill these with floating napalm, but I don't think we have that yet. 



For mines, we'll want something that either detects them or destroys them safely, preferably the latter. 

Spoiler: Anti-Mine Grenade (click to show/hide)

Spoiler: Gavrillium Explosion (click to show/hide)

I have no idea how big the shotgun should be.  I'll put it to 100mm

10
We have a material with cold propierties.  When we get to the desert, we can attempt to abuse this for our armored troops.  Warm if we line our tanks and armored troopers with the incindiery material, and light it.  This is a good idea.  Trust me. 


Spoiler: Anti-Material Weapon (click to show/hide)

Now for actual designs.  We don't have a 50mm or 80mm cannon.  Means it'll either be a two for, or I'll be making an 155mm SPG.  Hrrm.  One's disgusting, let's go with that one.

Spoiler: SPAG-1 Medusa (click to show/hide)


Spoiler: Deployable Wall (click to show/hide)

11

Quote from: votes
Resource
Chemicals on Woodlands: (5) Jerick, Frostgiant, Doomblade, Kashyyk, TFF

Fortify
Fortify North peaks (0):
Fortify North Crossing (5): Kashyyk,Frostgiant, Jerick. Doomblade, TFF

Attack
Push Savannah: (2) Jerick, , Kashyyk
Attack South peaks (2):, Jerick,  Kashyyk
Attack Savannah, Double Assault (4):Doomblade, TFF, Frostgiant, Alamoes
I'm joining you guys now.  I'm invested. 

12
Reserved. 

13
I figured it'd be quite easy to do, and save me a lot of headache. I was right. This program calculates, or at least should, calculate the SHOOT_FORCE of a weapon using three things, its muzzle velocity, its ammo mass, and its barrel length, or more specifically the distance between the start point of the projectile and the muzzle, where muzzle velocity is calculated.  I'll post the math, but it's all highschool physics.  I used the kinematic equations, because that's what I know. 

To get one thing out of the way, this tool is far from comeplete.  I'm trying to figure out why the force is not being calculated when acceleration or

I did this because I wanted to mod in a bunch of guns into Dwarf Fortress.  We'll see what I put in, but I already got several ones, including the Springfield 1861, the Brown Bess, KAR98k and the AK47.  In theory, if it works for me, you should be able to do so as well.  It will also accept custom inputs. 

I also plan on having it directly write each entry into a text file, which should be very easy for me to do, if not time consuming.  This will happen after the main features are in though. 

And finally, I'll learn python and remake it in that.  Visual Basic is nice and easy, but I keep having math errors in places where it wouldn't make sense. 

And now, the math, taken directly from comments in my code:

Spoiler: The Math (click to show/hide)

Example generated information:

Spoiler (click to show/hide)

*Features*

Calculates acceleration and force from muzzle velocity, barrel length, and ammo mass.  Partially DONE

Button to clear all text.  DONE

Converts information into DF friendly values. Next

Add calculations or just input for size.  Not yet.

Exports to a .txt file Not yet.

Learn Python Not Yet.

Remake in Python  ???

And finally, the download.  Take a look, run it through Visual Studio if you want.  It should be fairly legable except for its incompleteness.  Oh and it's in visual basic.  It's the one language I know very thoroughly, and I figure why not just make really small programs in that instead of some complicated language like C, where I'd have to definitely reinvent the wheel several times. 

https://www.dropbox.com/s/vk7a4svid451q86/DF%20RWG%20Release.zip?dl=0

The only things I would say last, is that I debugged it, and everything seemed to be working with my several random inputs, and that this isn't the source code. I can upload the source with the executible inside of it, but I didn't because I figured some people would be a bit lost on that, and I don't want to upload twice.  If there is demand for it, I'll post it. 

14
Other Games / Re: Age of Empires IV
« on: November 16, 2017, 05:05:30 am »
I've seen three broad categories of response to the announcement.

1) Concern that this is just a cash-grab and the game will be terrible. Which is valid, it might well be and that's my biggest concern, too.

2) Enthusiasm, because Relic are certainly capable of making good games, and another AoE game in the spirit of AoEII but generally improved and modernised would be pretty damn cool.

3) Windows 10 REEEEEEEEEEEEEEEEEEEEEEEEEEEEE, which I really don't understand at all. I don't remember this happening when games started dropping XP support. Do people also flip out when new console titles are announced that don't support the PS3...? Game devs work for the most recent platforms, and that is for better or worse Win10,

Oof.  Good to know. 

Windows 10 exclusive mans windows 10 store UWP system exclusive. There are a ton of reasons to prefer .exe to UWP including modding support, recording games, better functionality, and the whole experience of using uwp "apps" is just so crappy and segmented from normal program use that most utilities dont work. And that if they're putting all this microsoft marketing gimmick over the functionality of the game any watchers would be wise to realize this means they arent putting full effort in already.

15
Other Games / Re: Polaris Sector - Space 4X Combat Galore
« on: November 16, 2017, 05:00:48 am »
You know this game started on here before it was picked up by slitherine. 

It was known as something tomorrow.  I don't remember.  I'll find the link. 

http://www.bay12forums.com/smf/index.php?topic=142966.0

Oh hey, that was easy. 

Galaxia: Remember Tomorrow. 

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