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Mod Releases / Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
« on: October 23, 2013, 11:02:46 am »
> Your overthinking it man.
Yeah, you're right. I was looking for a solution that would make the distribution of all possible variants almost uniform, with maximum possible variety, no matter the number of castes, but it isn't even that important.
> Edit: Oh good! You found the alicorns. I was looking for those.
Of course. The whole point of expanding your work is to generate an xml straight from the RAW file with a single command. Finding and categorising all the castes is just an intermediate step.
BTW, could anyone give me a save from 1.4.9 with lots of ponies for testing?
EDIT: OK, I can now read castes from RAWs and print xml (based on what your bash script produces) in one go. I still need to test it in stonsese. Here is the script: https://dl.dropboxusercontent.com/u/71287918/Scripts/stns_castes.pl
Hm, I kinda sorta got stonesense to work in an older version of FoE mod. The newest version has dfhack removed and I was unsuccessful in putting it back. Anyway, ponies were displayed and had colours, but they most of them were clones, at least one male showed as a female and Unicorns had no horns.
If you want to check my xml version for this mod, it is here: https://dl.dropboxusercontent.com/u/71287918/Mlp/pony_caste.xml
Once the ponies are satisfactory, these creatures should get their sprites too. Fortunately some of them already have sprites from the old pony mod.
[CREATURE:PONY_BUFFALO]
[CREATURE:CHANGELING]
[CREATURE:MANTICORE]
[CREATURE:TIMBER_WOLF]
[CREATURE:COCKATRICE_GREATER]
[CREATURE:DIAMOND_DOG]
[CREATURE:PONY_GRIFFON]
[CREATURE:ZEBRA_LITTLE]
A similar list for FoE is much longer.
I'm reading stonesense sprite guide (a txt file in the stonesense directory) and there are some interesting things there.
* I think that sheetIndex, sprite and index are synonyms, so index can be used as the shortest alias.
* variations - "This is used for giving random variation to sprites. If this number is more than 0, a random number between 0 and this number-1 is added to the sheetIndex. eg, if this attribute is 5 and sheetIndex is 21, then tiles will range from 21-25". I wonder if this would work for manes. But then it can't be used for eyes and the foals would change their haircuts when they grow up, so it isn't useful for pony castes.
* bodypart - I don't know how body parts are named. For example would "coat" work for a Zebra or a Timber Wolf?
EDIT: It appears that my attempt at porting this to FoE was a failure. There are glitches all over the place. Ponies with foal bodies and adult hair, horns coloured like mane and not body and just bodies with no manes and eyes. While something is definitely wrong, I had problems with stonesense in the past. It may be that my graphic card is too weak. Please give me a save of the entire MLF directory that works for you in stonesense.
Huh, when I create world with advanced parameters -> Equestria, I get one small continent and a few islands. Then it either crashes when placing civilisations or gives me a warning that it has trouble placing civilisations. Is this normal?
Yeah, you're right. I was looking for a solution that would make the distribution of all possible variants almost uniform, with maximum possible variety, no matter the number of castes, but it isn't even that important.
> Edit: Oh good! You found the alicorns. I was looking for those.
Of course. The whole point of expanding your work is to generate an xml straight from the RAW file with a single command. Finding and categorising all the castes is just an intermediate step.
BTW, could anyone give me a save from 1.4.9 with lots of ponies for testing?
EDIT: OK, I can now read castes from RAWs and print xml (based on what your bash script produces) in one go. I still need to test it in stonsese. Here is the script: https://dl.dropboxusercontent.com/u/71287918/Scripts/stns_castes.pl
Hm, I kinda sorta got stonesense to work in an older version of FoE mod. The newest version has dfhack removed and I was unsuccessful in putting it back. Anyway, ponies were displayed and had colours, but they most of them were clones, at least one male showed as a female and Unicorns had no horns.
If you want to check my xml version for this mod, it is here: https://dl.dropboxusercontent.com/u/71287918/Mlp/pony_caste.xml
Once the ponies are satisfactory, these creatures should get their sprites too. Fortunately some of them already have sprites from the old pony mod.
[CREATURE:PONY_BUFFALO]
[CREATURE:CHANGELING]
[CREATURE:MANTICORE]
[CREATURE:TIMBER_WOLF]
[CREATURE:COCKATRICE_GREATER]
[CREATURE:DIAMOND_DOG]
[CREATURE:PONY_GRIFFON]
[CREATURE:ZEBRA_LITTLE]
A similar list for FoE is much longer.
I'm reading stonesense sprite guide (a txt file in the stonesense directory) and there are some interesting things there.
* I think that sheetIndex, sprite and index are synonyms, so index can be used as the shortest alias.
* variations - "This is used for giving random variation to sprites. If this number is more than 0, a random number between 0 and this number-1 is added to the sheetIndex. eg, if this attribute is 5 and sheetIndex is 21, then tiles will range from 21-25". I wonder if this would work for manes. But then it can't be used for eyes and the foals would change their haircuts when they grow up, so it isn't useful for pony castes.
* bodypart - I don't know how body parts are named. For example would "coat" work for a Zebra or a Timber Wolf?
EDIT: It appears that my attempt at porting this to FoE was a failure. There are glitches all over the place. Ponies with foal bodies and adult hair, horns coloured like mane and not body and just bodies with no manes and eyes. While something is definitely wrong, I had problems with stonesense in the past. It may be that my graphic card is too weak. Please give me a save of the entire MLF directory that works for you in stonesense.
Huh, when I create world with advanced parameters -> Equestria, I get one small continent and a few islands. Then it either crashes when placing civilisations or gives me a warning that it has trouble placing civilisations. Is this normal?

