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Messages - Taffer

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1
Mod Releases / Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« on: January 27, 2024, 06:34:16 pm »

I've found myself getting back into DF recently due to the Steam release, and I am tickled downright pink to see that a direct descendant of my original Modest Mod is still going strong after all these years. It's really incredible to see all the improvements that you—and Button, LargeSnail, Warlord255, Sver, and all the other contributors—have put into it since I retired from the scene.

Keep up the great work!

Kind of embarrassing that this is one of the last messages in the thread...but I'm happily "retired", unfortunately. It was going strong, at least. For a few years.

Hi Taffer,

If you ever see this I have ported all of your creature descriptions and some of your edits :)  I plan on porting more of the features as modular mods.

https://steamcommunity.com/sharedfiles/filedetails/?id=3143767330

If you ever want to take over just let me know. Also anyone else feel free to work off this base. Porting to steam workshop is a huge pain.

I like the cut of your jib. Keep it up. I once took a week's vacation just to focus full-time on the descriptions, and that represented only a tiny fraction of the amount of time I spent on it. Mostly editing, over and over.

Glad to see it's being carried forward. The descriptions in particular I was proud of.

From your reddit announcement: "They provided blanket permission for this on their thread on bay12 here" -- I'm he/him. :)

2
Mod Releases / Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« on: November 21, 2022, 09:03:01 am »
Any work on Revised that’s uniquely mine I consider public domain, FYI. But this is a collaborative mod and there’s a lot of contributions that aren't mine.

Are there any plans to update this mod and bring it over to the Steam Workshop? I absolutely adore it and hope it doesn't get forgotten. I'd love for the inevitable surge of new players to be able to experience all of the work that has gone into this.

I’ll think about it. Updating with a quick diff check for the new version isn't hard; making sure that everything works properly and that I truly understand what I'm changing is another.

I did quietly try my hand at tileset editing a week ago but it didn’t turn out, which kind of sucks.

For Steam Workshop specifically, I don’t know.

If Taffer is MIA, I plan to port Vanilla-Spice Revised to the Steam workshop - all the features and fixes here plus a handful more that tweak vanilla creatures without affecting their (future) art assets.

I'm not sure if I'll want to support my work on the workshop, even if I do have more releases. I appreciate your work on Vanilla-Spice Revised.

3
Tilesets and Graphics / Re: Project Athena v.β - ASCII 9x9
« on: November 26, 2021, 01:02:55 am »
I like the cut of your jib.

A new graphics set to represent the sentient races!
  • Dwarves:
           
    Elves:
           
    Humans:
           
    Goblins:
           
    Kobolds:
           

Especially this. I look forward to seeing what you make of the capabilities in the Steam release. Keep it up!

4
Apparently controversy happened? For what it's worth, I was absolutely on board with Revised (mod, not art) being included and consider my contributions to that mod public domain. Hopefully people don't see this as a reason to stop collaborating on raw file editing.
 
To be clear I'm referring very specifically to the raw file edits here, I agree with vettlingr about the art.

5
Taffer, I'm not sure if you'll read this, but I love your tilesets. They're my absolute favourite. Since you've retired I've taken your tileset and kitbashed it for my own use to learn how things work.
But I've hit a wall. I wanted to make the tileset TWBT compatible, nbut failed. I also wanted to know how did you make your ramps so sexy on that one screenshot from two pages prior.
As I was saying, not sure if you'll ever read it, but thank you for your work for us.

It was a mock-up, unfortunately. I’ve never been interested in using TWBT. Not because I don’t like it’s features, but because I don’t like relying on memory-editing third party utilities.

I haven’t been following development, but I was creating mock-ups because whatever new system I’d need to “port” my graphics to and work in, I’m confident I’ll have way more trouble drawing than “coding”. By that logic I never needed to wait for the big steam release to start development, I figured I’d get some of the design work done early.

As far as graphics for the current version go, what’s in the OP is the best I got.

EDIT: I feel like I started rambling and got cranky as I wrote this. I didn’t want to delete it though as it might help explain why I left, lol. I’ll just hide the complaining in a spoiler tag instead.
Spoiler (click to show/hide)

6
I'm going to be honest and say I've pretty happily retired from Dwarf Fortress. I haven't really thought about it for months, and I haven't been following official development news. As I type this I don't even know if the Steam release happened or if a new version released.

I won't promise to create a new set as mocked up above, but realistically I'm at least more likely to update my tilesets for the big release than Revised. 

7
Worldgen experiments for the next release. I like the badland tiles.





Embiggened.





8
Mod Releases / Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
« on: November 27, 2020, 10:56:52 am »
Does this mod nerf the strenght of dwarves in combat somehow? I seem to recall a single squad could easily take on 100 goblins or so, but now it seems all soldiers die shortly after engaging in combat with multiple goblins. Or was that always the case and I just had super trained soldiers? Hmm

Not really. Almost all combat changes in Revised apply equally to many creatures. Dwarves don't bite and scratch anymore and goblins do, but I doubt that's what's killing your dwarves quickly.

9
Mod Releases / Re: Dwarf Fortress Revised (v3.1.0 for v0.47.04)
« on: November 27, 2020, 10:40:42 am »
I put together a new version to fix the most egregious things. Joints are large again, facial features are internal, and elves have some skills they're naturally good at learning.

I expect the big new release to make or break me, I'll probably either start a new graphics overhaul and get excited or I'll give up on DF. Revised already does pretty much everything I set out to do as it is. If nothing else it'll perhaps be useful for modders as a starting point when the next release comes and DF has users flooding in.

10
The game's color system is a bit of a nightmare IMO, with RGB values dynamically mapped to only 16 colors. Is this being changed? I'm concerned that if DF will be able to support many more colors in the future, then I won't be able to easily control the game's appearance anymore. I like the palettes, and I actually wish the dynamic RGB mapping would go away (because it just makes vomit turn blue on some color schemes, and more frustrating bugs).

More broadly, I'm excited that I can finally do things like have barrel graphics without messing up screw pumps, but I hope the game continues to support a simple 16 color, ASCII-esque aesthetic. I'm aiming for a Crazy 8x8/Caves of Qud 9x9 look and I hope the rush to improve the graphics doesn't make that difficult.

I assume Adventure mode will be suported, because to my understanding TWBT doesn't.

As Taffer said, the limitation to 16 colors adds a lot of clarity to the game graphics. I hope it stays simple to keep it that way. It would be nice if object graphics (workshops, weapons and so on) work similar to creature graphics - if there are some, it will be used, if there aren't, default tiles are used.
Personally, I think the most pressing limitation is not having separate tilesets for a) maps, b) interface/text, and c) everything else/the "game view". I'm sceptical about other improvements like transparency and support for visual representation of equipment/appearance but it sounds easy to remain optional like creature graphics are right now.

We haven't discussed colors and color schemes with Toady yet, but I agree. The ingame color additions muck up a lot of things; TWBTs -top files are a godsend to keep the color you actually used when making a sprite. It's certainly a topic that will be discussed; once we have a playable beta version and can see all the sprites ingame.

The Ascii version should look pretty much like it does now, but with a larger back-end that allows more changes. Including screw-pumps. :) Btw, you can do that right now with TWBT too if you like.

Revisiting this, now that I've read this quote from Toady.

Technically, yeah, though it doesn't mean much yet.  The game still uses the same colors in all of the text everywhere -- it's not like I updated those (~8000) calls to have a new color scheme everywhere.  But we now have the freedom to do more, and more can happen, over in classic as well.

Sounds like Toady's considering dropping the 16 color system in vanilla. The emphasis is mine. I would consider this a loss: perhaps increasing it to 24 or 32 (moddable) colors instead is preferable? Any shift to 24-bit "ASCII" is a loss as far as modding goes, and it sounds like it would force me to bake colors into my graphics: I'm unwilling to do so because I change my color scheme too often. I don't even think it adds anything either. I can see why adding another 8 or 16 colors to the palette would make things more pleasant to look at, but charging all the way to 24-bit colors when goblins are still 'g' is a bit much. I don't think having grass be arbitrary green color values is going to help the graphics much when it's all still just punctuation marks.

I suppose I should post this in FOTF?

11
I don't think I'm allowed to post the spritesheet, but the new UI is all done using a single image file. If you, or anyone else, were to draw ascii-style borders, scroll bars, etc on it, the game would import everything. I'm not sure about changing the tile size, since it varies a lot. The game is no longer on a single grid; some of the UI tiles are 36x32 or 16x6, it's a pretty wild mix. Toady came up with the entire setup, Mike and me are just doing sprites.

If you want to update your tileset, you might want to add two sheets: One for the worldmap and one for the UI.

I'm sure that Tarn will add a pure ASCII solution, but I'm not sure how that UI would look.

The minimap should just be in ASCII and the graphical version both. It's essentially a 1px tileset, it just redraws the entire game map.

Quote
The more Toady posts the more work it looks like a proper update will be for me.
True. I'm already dreading updating MasterworkDF or my own tileset... which might be obsolete.

On the flip side, it does allow you a lot more fine control over how your tileset looks, including designations, cursors, etc. Caste-specific creatures, items per subtype, etc.

Great news about the single image file. Thank you for the quick, detailed reply and for the advice. It's appreciated.


12
The new embark minimaps and embark menu makes me a bit nervous, as I'm having difficulty seeing how support for this will be handled going forward. Any clarity on that? Will the new menus be exclusive to the Steam version? If so, it seems a bit worrisome that Toady will need to maintain two separate interface codebases, one for 'ASCII' and one for Steam. If the new menus are exclusive to Steam, will the old school interface be improved as well or will it rot as it is?

Will I be able to make use of those features in the free version for my graphics pack? If so, is that done painfully interface by interface or can I just draw some Taffer buttons, scrollbars, separating borders, and let the game handle the rest?

The more Toady posts the more work it looks like a proper update will be for me.

13
Mod Releases / Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
« on: August 25, 2020, 09:09:54 am »
First, may I say this is a seriously excellent mod. It stays true to the vanilla design, but the collection of improvements gives a much better experience. Thank you very much Taffer for putting it together, and to everyone who contributed.

I have noticed one minor weird thing while testing in the arena, which is facial features being protected by mail shirts:

...

This seems like it might be similar to the vanilla issue with cloaks protecting toes. Please forgive me if this is actually a known problem-- I found references to it happening with UBSTEP:MAX, but I see that the mod specifically has it at 2 for the neck and shoulders.

The wiki has conflicting information. The graphical armor chart does have the face coloured in for chain mail, but the text says ...

I tried to reproduce without revised with a fresh install from the starter pack, but that does seem to work as expected:

...

Anyway, it doesn't affect my enjoyment at all-- actually I prefer it over all facial features being completely unprotected, since I just pretend it's being partially protected by the helm instead of the shirt-- but thought the report might be helpful.

Edit: I found a relevant bug report describing the vanilla behaviour with UBSTEP: https://www.bay12games.com/dwarves/mantisbt/view.php?id=1821
I really don't understand the description of the algorithm, but sounds to me like this bug is probably causing the issue:

Thank you for the compliment and thank you for the report. This is expected behaviour and there's not much I can do about it, unfortunately. Revised works around that bug already by capping UBSTEP so that toes are never protected by upper body armor. It also sets shoulders and hips as "internal limbs" to separate limbs from the body by one extra step. This lets me protect necks, tails, and (if added) "anatomically correct bodyparts" by default. I bumped UBSTEP and LBSTEP everywhere to compensate. One of the side effects is that more tops protect facial features now.

It isn't perfect, which is why I'd also planned on including Sver's internal facial features. I didn't want to delay this release further so that todo item is on the agenda for the next release. If it works out as well as I hope it will solve this issue, for the most part, with (I hope) a minimal amount of weirdness. (Weirdness in combat logs, setting mouths, noses, etc as internal will be intrisincially weird either way).

Related but IMO cool, I added several such internal limbs for bird people specifically so that their winged arms would never be protected by armor. It makes sense to me that armored wings can't flap particularly well and can be seen as a balancing nerf against flying humanoids (not that they tend to wear anything anyways).

14
DF Modding / Re: Hardcoded features changes for the steam version?
« on: August 21, 2020, 09:50:33 am »
There will be a few minor changes, but we try to keep those to an absolute minimum. One such change for example is that root-tiles now block vision.

I'm always up for suggesting to move more content to the raws, for better mod support. We haven't started with that yet, but my best guess right now is that there will be a few more options for modders in the end. :)

A SELECT_AGE token would be useful and seems reasonable given the graphics work. No more bearded babies.

15
Mod Releases / Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
« on: August 21, 2020, 12:57:08 am »
Taffer 10 minutes ago: "I haven't been working on Revised that long, really.."

Quote
on: December 10, 2016, 12:44:23

"...well at least I started that fairly soon after I released my tilesets..."
know I
Quote
on: April 21, 2012, 22:43:59

Anyways. I'm thinking of revisiting the descriptions for the next release but I don't want to take forever again, and I spent years on the descriptions already.

I've also collected a motley little collection of to-do list items over the past year or whatever. I don't usually do this but I thought I'd share a few of them, make of them what you will. Posted as-written other than the bit about the elephants, which might have deserved a little context. (Actually let me know what you think of this, I often have ideas to improve the giant variations but I always convince myself to stick closely to vanilla. Maybe I'm wrong).

• aquatic egg layers (sea serpents) shouldn't lay eggs
• maybe give elves ambusher
• elf SKILL_LEARN_RATE skills
• elf beards?
• maybe take inspiration from kingdom rush origins..bearded, strong, horned elf castes?
• troll analog for elves, maybe with feathers?
• giant elephants could have 4 eyes, 4 tusks?
• test internal facial features
• mastodons?
• reconsider dried gut thread
• consider the bird vermin problem
• fix throats always getting attacked from behind somehow (no earthly clue how I intend to pull it off though)
• unnaturally thin bird people in generated descriptions

Of course like half the remaining list is just to look over some of the other mods I've had my eyes on.

Taffer, you're a godsend! By far my favorite release of your mod until now, and I can finally play Dwarf Fortress again! :P

It's a shame about throats, though, hopefully one day Toady will take care of that, just like you said.

Thank you so much for including the expanded dictionary and woolly-limbed dwarves as optional addons, by the way, I really appreciate it.

Cheers!

Glad you enjoy it! Let me know if any issues come up. I'm still pretty bad at actually playing Dwarf Fortress, so you might notice something I've missed.

Great! As always, thank you for the hard work.

A question and a comment.

Is it still safe to overwrite revised with Sver's if we want his combat balance? (or more specifically my brand of Sver's balance :P)

RE: the joint resizing, IIRC and to my understanding making the joints larger primarily did two things:

1) Changed the dynamic of force transfer - I understand the mechanics here less, but as far as I understand relative size differences between parts affects how much force is transferred, making smaller joints much more easily damaged. Perhaps the material changes are enough to fix this.

2) Made joints significantly harder to sever. Smaller joints can be shot off by arrows, and are easier to tear off with bite attacks.

Thank you! It should be safe, yes, but then things will be inconsistent, especially in regards to unarmed combat. But I care far more about inconsistencies than sane people.

I'll happily bring back the larger joints for the next release. Thank you for helping to clarify. Sometimes I revert things because I don't understand them, and that was definitely the case here.

I can't say for certain when I'll be able to return to active modding and incorporate the Revised update, but for now they should be working mostly fine together.

I'm looking forward to your next update, whenever it comes!

They are enough, technically, but that is much wonkier. To keep it short, larger joint size makes them much more resilient, because DF considers tiny bodyparts to be extremely fragile - in quadratic progression, I dare say. You need over the top material strengths to compensate for that with vanilla joint sizes; larger sizes, on the other hand, allow for some fine tuning to get the result I desire (so that certain weapons still could break joints without getting too much raw power yet).

Joints are also impossible to target manually, and they don't seem to come up in the combat logs that much more often (not that I would mind) from the size increase.

Thank you for helping to clarify. I should have just messaged you. I'll bring back larger joints. As always, feel free to let me know your thoughts, it's great to have people pushing back sometimes.

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