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Messages - TheSpaceMan

Pages: 1 [2] 3 4 ... 36
16
DF Modding / Heavy MetalDwarves: How To?
« on: April 28, 2010, 03:31:56 pm »
So let's say I just want to change the material my dwarves are made of. I still want the general body layout, I just want to change the body materials to be metal instead of fleshy soft stuff.

How are body materials handled.

So far when i have looked around a guess it's connected too
[BODY_DETAIL_PLAN:STANDARD_MATERIALS] the thing confusion I have is that i can't find the STANDARD_MATERIALS defenition.

I interpret the tags as that everything before a : is the name/type, if it's just the name it's a flag that get's set. Anything after the : is either a value or a reference to another named attribute that will be used.

So the previous tag says "I want my Body Detail Plan to use what ever the defenition is of Standard Materials".

But then again I am known to be totaly wrong on occasions.

17
DF Modding / Re: Keeping track of bodyparts and their names?
« on: April 27, 2010, 02:34:33 pm »
Damn there is a lot of data.
Wrote the program so it will parse and build the tree based on all files hirarchaly based on tabs.
This seems to be harder then it sounds, purely out of the sheer size of data. We talk about 1.7 mb of text, that might not sound much to some people but we talk 1.7miljon letters. but thats still 283 333 six letter words. I started it about 5 minutes ago and I am still waiting for the first break down so I can see logical errors in the parsing and populating of the tree.

I will break this down in to the possibility to parse selected files instead. Since most people when working with creatures won't need language info.

Edit:

Ok. Slight bug with pop push. It will only step forward, not backward. So all body parts are under each other rather then on one row.

Edit2:
Ok slightly better, still got some blank spaces in the Tree.
Spoiler (click to show/hide)

18
DF Modding / Re: Keeping track of bodyparts and their names?
« on: April 26, 2010, 01:40:09 am »
I am just learning how the tree view controler works. Then I will populate the tree view in best possible way.
I am not sure if i should keep the files in memory or just reparse everything.
Keeping files in memory would probably add more problems since people probably would edit the files and do a reparse.

19
DF Modding / Re: Keeping track of bodyparts and their names?
« on: April 25, 2010, 08:24:46 am »
So it looks like crap and it doesnt really do anything except ordering all the bodyparts and creatures in Alphabetical order i each list.

It's a start but this will require some design desitions etc to actually make it somewhat useful. But atleast the data is being parsed and populated into each correct list.

Spoiler (click to show/hide)

20
DF Modding / Re: Keeping track of bodyparts and their names?
« on: April 25, 2010, 08:21:28 am »
Quote
it wouldn't be hard to parse all creatures and report any bodypart that doesn't match
The game already does that (I mean errorlog.txt).


Yeah but that isn't untill startup.
I just prefer to know the errors before I start what ever application is supposed to use my changes.

21
DF Modding / Re: Keeping track of bodyparts and their names?
« on: April 25, 2010, 07:34:26 am »
Yeah. And in theory since you have a list of all the body parts, it wouldn't be hard to parse all creatures and report any bodypart that doesn't match up.

Or even body parts that are not used.

22
DF Modding / Keeping track of bodyparts and their names?
« on: April 25, 2010, 06:00:16 am »
Is it just me that have a problem of keeping track of the names of body parts and all other stuff that is not currently in focus in the current file i have open. Specialy when you need to search for said name if it really exists...

Maybe I am just slow. To help myself I am working on writing up a program in C# that parse the object folder and extract all body part names into a list, later to be extended to contain more detailed data. Like hirarchical view of the bodyparts and their containts bps etc.

I am considering extending this to be a pregame validator that will give me a warning and file row.

But I am wondering is something like this already out there?

23
DF Modding / Re: Machine Wars Steam Punk Mod.
« on: April 24, 2010, 02:19:15 pm »
I will probably use the theory from "Twisted Metal".

A mother and father robot produce a child. The Father provides the wire, and the mother Twist the wire in to the patern that they desire, the twist will determine the personality.

So the robots will work kinda like any ordinary civ.

The pure blood humans will take the role of a dwarf/goblin combo. They will live in caves/fortresses under ground, and will kidnap robots to use as work suppliment etc.

As for the idea of eating coal, I might use that, but I want them to feel steam punky so large gears and hydralics is the goal.

24
DF Modding / Machine Wars Steam Punk Mod.
« on: April 24, 2010, 09:20:07 am »
Since my underwater dwarves are beyond reach at the moment. I have set my eyes on a new task.

I give you the vision of Machine Wars!
The only clear vision I have so far is
1. The Constructs, A robot creature with some kind of steam for blood.
2. The Bioforms, A wierd mutatade creature kind strong enough to fight these metalic machines bare handed.

The world will be roughly the same.

25
Yeah, it's the ungodly amount of time i want to avoid, plus the fact that i want to be able to do emergancy repairs of flooded areas etc.

26
People was talking a lot about making rapture before.

My take on it would be trying to make a "big daddy", a special bigger dwarf that can work under water, and a more slender nobel race that can't. The problem is that you can't build anything on space that have more than 1 unit of water. Is there a way around this?

The idea would be to build the entire fort under water, and later pump out the interiour.

27
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: April 01, 2010, 01:28:06 am »
Nothing saying that you couldn't do stuff trough dual core & shader at the same time.
But the speedboost gained by running that part trough the shader might be nothing in comparison. Then again, by forcing it pixelperfekt and just have pinkgoo (1bit alpha) some speed probably could be gained anyway...

But what do I know. I have no idea how stuff is being handled, well haven't looked into detail anyway even if I got GIT poked at the source.

There is allways some kind of magic to apply.

28
DF General Discussion / Re: Dwarf Fortress 0.21.93.19a Released
« on: April 01, 2010, 12:31:11 am »
Legen...

Wait for it!!!!
Spoiler (click to show/hide)

29
DF General Discussion / Re: WHAT WILL YOU DO?!?!
« on: March 29, 2010, 10:31:54 am »
I will, find a area with a cavern/passage leading underground and build a mighty fortress in said tunnels. USING WOOD. Probably have a mine somewhere eventually. But it would be nice to adapt your fort to a fixed layout before starting to rework it.

30
DF General Discussion / Re: 褒raise Armok, this is the 週eek.
« on: March 29, 2010, 10:19:35 am »
Wow... wow... wow.....  :o

It's finally time....

Or is it?

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