Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Maklak

Pages: 1 ... 16 17 [18] 19 20 ... 94
256
> 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?

257
Eltrion, these do look even better. Also, you might want to re-read my last post. I edited some stuff in there.

As for equipment, we have the armours left from previous attempts. Here is a compilation, unfortunately in 32x32, so you'll probably have to upscale them.:


Thanks Caldifr, but after I asked in the stonesense forum, I've already figured most of that already. Assuming just the armours will be used, the rules for adult ponies would have to change from "body, eye, iris, wings?, horn?, mane and tail" to "body, armour?, horseshoes?, eye, iris, wings? horn?, tail, mane?, helmet?, helmet's mohawk? (colour from mane and tail)", which would bloat the xml to maybe double the size.

> With regards to helmets specifically [...] should be added to all the head-hair to keep it from displaying when there is equipment worn on the head.
Bummer, this means separating manes and tails into separate sprites and using the mohawks when a helmet is worn. Just blitting the helmet with a mohawk over the mane may look weird.

On another note, I think, I have an OK method of generating variants, based on your work. Assuming all the sprites for a body part start at an offset and are continuous from there, it is enough to take primes close to the highest number of variants (manes), increase the indexes by 1 modulo those primes and add them modulo the number of variants to the offsets. For example with 3 eyes and 5 as the prime, they would cycle like this 01201(5 % 5 = 0)01201 which is similar to what you do. Some variants may be more frequent than others, but it will still provide a lot of variety.
Furthermore, I wouldn't separate code to generate ponies by race, but use if's for wings and horns, so it's all more compact. Well, maybe just the Princesses should use different sprites altogether.

258
DF Suggestions / Re: Tags for ranged weapons.
« on: October 22, 2013, 05:22:40 pm »
Some people like to mod in guns, but different reload and firing speeds would also help with a repeating crossbow.

259
My bad about not figuring out why you iterate over 7 variants of eyes while having 3.

Perhaps desktop ponies would help with your work? They look like with some work, they might make nice templates for eyes, manes and bodies.
http://desktop-pony-team.deviantart.com/gallery/
http://desktopponies.bugs3.com/viewtopic.php?f=4&t=10

Oh and I found this parasprite, although it needs to be resized and coloured. Or maybe even made into several sprites that read it's colour from stonesense. That would look rather cute. Ah, nevermind. There seem to be no parasprites in MLF.


Hm, I took a look at creatures in stonsense in dfhack r3 (especially dwarf.xml, clothed_Dwarves.xml and color_Dwarves.xml) and it seems like all the rules for making a creature sprite must be inside a single variant. There is no hierarchy of variants or a way to make some rules common to several variants. Therefore we can have equipment, but this means that every variant for every caste would have to include rules for every item, like these:
Code: [Select]
<subsprite sheetIndex="107" zoom="2" equipment_class="ARMOR" equipment_name="ITEM_ARMOR_BREASTPLATE" color="equipment"/>
<subsprite sheetIndex="72" zoom="2" equipment_class="GLOVES" equipment_name="ITEM_GLOVES_GAUNTLETS" color="equipment" pattern_index="0"/>
<subsprite sheetIndex="75" zoom="2" equipment_class="GLOVES" equipment_name="ITEM_GLOVES_GAUNTLETS" color="equipment" pattern_index="1"/>

This severely limits the number of potential accessories.

EDIT: I ripped some code from my other scripts and wrote a perl script that can read pony castes from both FoE and MLF. I haven't yet translated your bash code into perl and what I have isn't yet cleaned up for publication. Here is a list of castes from FoE, if you want it.
Spoiler (click to show/hide)

Oh, and I'm fairly certain you don't need this list, but here are the castes from this mod. I think, you've missed 5 Princess Castes:
Spoiler (click to show/hide)

260
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: October 21, 2013, 06:54:19 pm »
> So, did Lycaeon drop the mod? Or is it simply taking a while?
He said, he was to busy to continue and asked for one of us to try and keep working on it instead. There were a few minor alterations and suggestions, but no one stepped up.

261
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: October 21, 2013, 04:46:41 pm »
Hi guys, I have a question. Eltrion is configuring stonesense for a pony mod. It more or less already works, but how do you add clothes to the xml file? Let's assume there are armour and helmet sprites for now. Currently there is a script that generates a 700 kB xml for hundreds of castes. Would adding worn equipment cause a combinatorial explosion of rules? Is there a manual for writing variants? It may be better if you answer in the linked thread.



262
I asked on Polish pony forum for more sprites. Link. I don't think it will work, though, so assume you're on your own. Either way, I made this graphical explanation of how stonesense blits sprites:



> Yeah, armour was what I was thinking... but I'm still figuring out how that would work.
I know stonsesne can use castes, and professions as rules and display worn items. Hopefully this is done in a sane manner, without a combinatorial explosion of rules. Maybe it's best to ask in stonesense thread.

> Yeah, my script is really inefficient at the moment, but it works. I'll probably clean it up in the future.
Optimising programmer time works better for projects like this :)

> I have no experience with perl, so.
Same here with bash. In the end it's whatever language gets the job done and they both are suitable. It is just that I already have some easily modifiable functions to read parts of DF RAWs that I used for other things, so if I were to port your work to FoE, I'd use Perl.

> In any case, this is more of a rough draft. It's good enough to show off and get some feed back, and better than what there was before, but there are still a lot of little things I'm unsatisfied with.
Yeah, I know how that works, but these results are already impressive. Hopefully the feedback was good enough to keep you motivated. :)

Oh and seriously, your number of eye / mane variants (or any other variants you use in the future, like wings or body types) should have no common divisors. With 3 eyes and 12 haircuts, you only get 12 variants. Never mind, my bad.

263
Wow, these look awesome.

I don't know why you would use a 128x128 sprites with 3x3 pixels and then resize that. They look more detailed than the background, but still a bit pixelated. Is this about fudging their lines a bit and merging them with surrounding colours? Why not just stick to 32x32 or 64x64 pixels and save up some VRAM?

I was wondering why some of the sprites are different shades of gray, but it looks like stonesense is combining that with the body part colour, so you get shaded ponies. Wow.

I was wondering what 3, 5, 7, 9, 23, 25, 27 and 29 are, but you first add an aye, then colour just the iris. Great.

Ah, castes have different combinations of eye and hair styles, that should make for some variety. There are 12 hair styles, but only 4 eye colours, while eyeindex assumes 7, but uses only the first 3. So I assume this isn't the final version. Anyway, with modulo increments on eye and mane styles, it is best if their numbers have no common divisors for maximum variety. So 3 or 4 and 12 don't work that well. They would with 11 or 13, though :)

I like it how adults have foal counterparts, down to eye and hair styles. Wait, looking at the spritesheet, I think eye 26 and 27 is missing.

Cutie Marks might be doable if they are caste-specific. They would have to be in-order inside the spritesheet, their index incremented for every caste and blitted before the wings (if any). This would be a lot of work, break whenever a new caste was added and might glitch with coat colours.

The xml weights 727 kB. So yeah, using a script to generate it was a good idea.

Children go before the adults of their caste, so the rules work correctly and eye and mane styles match. Good :)

For FoE, the castes were generated by a script and their IDs are already coded in a way that would be easy to discern with a regexp. For example EARTH_M1, EARTH_FMA and so on. Basically (EARTH|UNICORN)_(M|F).* It wouldn't be that hard to take RAW reading from my scripts, translate your caste generation to perl and have it execute without the need to have intermediate files with castes. Actually, looks like this would work for this mod too, but with a different regexp instead, a (E|U|P)_[^_]+_(F|M).* If you prefer shell scripts to perl, you can probably extract a list of [CASTE:whatever] with grep, then process that with another grep. Either way, I think regexps would work and be a more elegant and compact solution than what you have now.

The hooves look a little sloped. I think stonesense cuts the tips off.

> Accessories
You mean like those Dwarves in stonesense where you see their clothes? Even seeing just armours and weapons would be pretty awesome.

> More Male Variants (Currently only 1 eye style and 5 hair styles. )
Ah, so that's why handling eye and hair indexes looked weird in the code. Males and females use them differently.

264
DF Suggestions / Re: Tags for ranged weapons.
« on: October 20, 2013, 10:46:25 am »
I second this, except I think that FIRE_RATE should still somewhat depend on overall speed and weapon skill.

Another tag that comes into my mind is SPREAD_SHOT:8 which would specify the number of projectiles from a single shot (with kinetic energy divided evenly among them.

These suggestions together would make it easy to add assault rifles and shotguns for modern mods and maybe multishot or repeating crossbows for some other mods.

265
DF Suggestions / Re: Ingame benchmark.
« on: October 20, 2013, 05:06:02 am »
> Are those fortresses self-sustained and can survive for a month or two of ingame time without player interaction?
Pretty much any old fort has all the food, drink, rooms and other stuff to last that long. The only potential problems are randomness of sieges and megabeast attacks.

> The main question is: what's better for DF, more intel cache or more amd gigahertz?
My best guess is intel, because they're better at single-threaded performance, but I have no benchmark to proove it.

266
IIRC, I had to use the same sprites for babies and foals because of some issue.

267
> The good news is that it's all done with scripts, and It will probably be really easy for me to generate a Fallout: Equastria xml after I finish this one.
Great. It your scripts aren't too embarrassingly messy, please share them after you're done, along with the sprites.

> I'm pretty handy with gimp, so It's no big deal when I have to draw a thing or two.
The thing I tried was to set maximum zoom and try to calculate all the offsets in my head, while using a 1x1 brush of solid colour, but it got frustrating pretty fast. Plus I can't draw. I saw some program specifically for drawing spritesheets, but I forgot the name.

> Yes the Red Pegasus doesn't have any eyes.
> As a matter of fact the Mare is supposed to be a Pegasus too. (and the offset on her hair is bad)
Yeah, I've hit a problem similar to this pretty fast. The thing is, stonesense rules for sprites may overlap and when they do, the first matching rule is used to generate character sprite. So you may need to re-order the rules and make them stricter, but when I tried that, I broke something and it was worse than before.

Anyway, these are my best results from Dawnpick (with Nikodeng's mod) (I don't put images here directly because they are big):
https://dl.dropboxusercontent.com/u/71287918/screenshot1.png
https://dl.dropboxusercontent.com/u/71287918/screenshot6.png

268
I'm looking forward to seeing your sprites and getting a download, then. Especially if your work is going to be easily portable to other Pony mods (I'm a fan of FoE mod). As far as I remember, someone posted the griffin, zebra and other sprites in the old pony mod thread about 2 years ago, but I might have missed something. Or maybe I just asked someone in that thread to send me his work in progress / private copy of griffin, zebra and other pony-related sprites and that's why I have them and you didn't.

Anyway, this is not much of an issue if you can make your own sprites. I tried, but my GIMP skills weren't up to it.

> I'm currently in the process of redoing and expanding the Pony Stonsense graphics library.
Huh? Do you mean you're making your own sprites or did you actually fork stonesense source code?

> I already feel bad when a pony dies, and that's when they're just a little 'p' wandering around on the screen.
I kinda got used to it. It's like having pets. You get attached to them, they die before you do and the life goes on. I had so many cats and dogs that I kinda got used to it.

> they're just a little 'p' wandering around on the screen.
In FoE mod there are some custom sprites for items and monsters, but ponies are represented by "u" or "p" as well. It turns out, items need one sprite, creatures maybe 1-4 and playable races use a sprite-sheet just for themselves, with all the professions, castes, gender and age, so it can come to well over a hundred sprites. I'm talking about things like Phobeus here, not stonesense.

> Ty for the info zarlak.
Lol, "zarlak" or rather "żarłok" means glutton in Polish.

269
> MLP Sprites
This is what I dug up from my work on Stonesense for Dawnpick (pony community fort). It almost works. Use at your own risk. IIRC the mod this was for (Nikodeng's for 31.25) had no cutie mark system. This may or may not be useful to you:
https://dl.dropboxusercontent.com/u/71287918/Mlp/MLP_Sprites.rar

> Hello, I ve seeing like 3 threads about MLP mods, but, they the same one? a teamwork modding? or wich one is better? or the differences?
The first pony mod was made by Nikodeng for 31.25 and there were even two community forts with it, Glittergen and Dawnpick. That version is now outdated, but still perfectly playable. http://www.bay12forums.com/smf/index.php?topic=80240.0

This mod is the spiritual successor to the old pony mod and is the closest to the show.

There is also a Fallout Equestria mod. It is quite awesome and stable, but it's maintainer quit. http://www.bay12forums.com/smf/index.php?topic=118893.0

Finally there is a mod by Vadiku's, which is the darkest of pony mods. http://www.bay12forums.com/smf/index.php?topic=121116.0

Take your pick. For anything more detailed, look at first posts in each of these threads. They have feature descriptions and manuals.

270
Fun mod. I got it installed, and working great on Linux. Everything seems to work fine, but I have one last issue with stone sense. All the ponies just use the generic Male model in different colours. None of them show manes, tails, wings, or horns. Which file needs to be fixed?

Heh, I got Pony sprites (not made by me) to mostly work in Stonesense in Nikodeng's old Pony Mod, but it costed me a lot of frustration and some things still didn't work, so you'll have to do a lot of trial and error. Basically search the sprites directories for a file with lots of gray ponies, remember it's name, then search the entire stonesense directory for files containing that name. This will tell you where to look for how the file is used.

Stonesense allows for some pretty awesome stuff. Basically you have to load a spritesheet with the correct resolution (32x32 per sprite IIRC), index the sprites by their row*20 + column and add rules for different ages and genders. Stonesense can blit several sprites onto one, substituting a chosen colour for the gray, so you have to first do the body, then the mane and tail and finally the eyes.

This is what I remember, but you'll have to look up the stonsese manual elsewhere.

Pages: 1 ... 16 17 [18] 19 20 ... 94