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Messages - GhostRiiide

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31
DF Adventure Mode Discussion / Re: Ngorud: The Man
« on: April 24, 2012, 01:34:47 am »
How do you craft items? My guy cant make crap.

I hunt stuff with my hands.


mods.

Oohh, you know any good mods for adventure mode for that? Or is there a guide I can get to learn how to make my own?

32
it reads the memory of DF.

each frame, it reads all the tiles and creatures in a specified area, and then draws them.

It uses C++, as does DF.

The reason for no combat animations is the fact that it's just too many sprites to draw.

Okay, I think I will learn C++ then. Thanks for illustrating the mechanics for me.

When you say "too many sprites", do you mean having the hundreds of sprites shown for different combat animations is just not supported at all? As in there is no framework within your program to support such complex animation change? EDIT: and also, volume of animations. Or is it because it would require a lot of work to animate or create them all?

33
DF Adventure Mode Discussion / Re: Ngorud: The Man
« on: April 24, 2012, 01:10:50 am »
How do you craft items? My guy cant make crap.

I hunt stuff with my hands.

34
DF Adventure Mode Discussion / Re: Taking down Rhinos?
« on: April 24, 2012, 12:45:48 am »
If you're set on wrestling it, grab and break a leg or two.

That's what I was thinking. I just took down a camel but I had to go for its legs.

35
Stonesense reads skin color, because that's something easy to find. Other stuff is a bit more complicated, and if you want to add support for it, you'll have to learn to code.

I was told to get started with C++. Is that what Dwarf Fortress is made using?

So how does Stonesense work exactly, it finds entries in files Dwarf Fortress makes real time and responds by emulating it real time?

Does it read the code entries, or log entries, or is it both?

I'm just trying to figure out how you all went about this is all. Not trying to steal anything. Is there reason there are no combat animations because it's just been proven too complicated?

36
Hey, I was wondering if you would be willing to release a guide or something for people who want to add more animations to more event triggers. Like for combat and the like.
I want to animate a lot of the combat for a lot of the sprites. Like wrestling animations, and damage to the body. This would be a lot of work, but before I get to that, I was wondering if Stonesense event support conditional changes. Like reading the games data in regards to the status of an animal or to a character. From what I can tell, it does, because humans can have different skin color and faces.

So I was wondering if you had information as to what triggers change what. And how I can tie it into showing the sprites I want to add. As I would (other than creating a whole new isometric viewer myself) like to make combat more visualized.

I'll even so as far as making my own sprites and images myself. Any information regarding this is appreciated. Thank you.

37
DF Adventure Mode Discussion / Taking down Rhinos?
« on: April 23, 2012, 11:13:22 pm »
I just lost my bad ass to a rhino attack. How do you wrestle one of these down? I can't blade a choke hold with just my hands alone. Then he charged me and crushed my lungs and I died.

38
DF Gameplay Questions / Re: ETA On Sprite Graphics?
« on: April 23, 2012, 09:37:53 pm »
Oh, well I looked at his program. I'm unsure how it works exactly. I read it has a lot to do with reading the games files. I can't find sourcecode so I don't think the creator wants to release it. But it's interesting.

I want to know how to create a program capable of reading in-game actions and view an image accordingly. How does someone start research into programming isometric viewers? If I was interested in making my own.
Also, if my program did similar things like his program, such as reading files, but I did it myself. Would that be stealing? Like if I never had his source code and did it myself, but it looked at files in Dwarf Fortress similarly? Or is that impossible.


EDIT: You know what, I guess I will attempt to create my own visual reader for Dwarf Fortress. I want one that supports complex animated images for combat mostly. So I guess I'll have to make it myself. That way I can use my own shitty graphics. It'll be less work for me, besides the all the code I mean. I wish there was some tutorials for creating programs that work with Dwarf Fortress. Should I began at looking at it's sourcecode or just examine other peoples work?

What am I trying to do here exactly? Create a program that can communicate with Dwarf Fortress? Or one that just reads it's logs. I wish I had some kinda source code to see how some people figure this out.

39
DF Gameplay Questions / Re: ETA On Sprite Graphics?
« on: April 23, 2012, 08:55:09 pm »

Also, there's the "1,000 dragons can be in the same tile, so long as no more than one of them is standing up" problem.  How's that going to be rendered?  Maybe later it isn't going to be a problem if/when the tile-occupancy system has been revamped (and Quantum Stockpiles necessarily nerfed).


But give it your best go.  I reckon (without looking it up... and I'm fairly sure that if you look it up you'll see it plainly stated, even get the sourcecode?) that Stonesense is C++

Is there a way that you could show a special image on any title featuring a large amount of of a single entity? So lets say if there is over 2 of the same entity in one tile a special image is shown in that one tile?
Is it even possible to show a special image in one tile and extend it over multiple tiles in any viewer? So if one tile in Dwarf Fortress has say, 1000 dragons. Could you tell your viewer to show an image covering multiple tiles of dragons seemingly overhead or something. But then I see the problem of how you showing multiple groups of 1000 dragons all next to each other. And the complexity of showing them moving together. So does a program like Stonesense simply show each image, tile for tile? Could it be possible to perhaps show or tell a program to show any group of dragons over 3 in a 3 tile space if outside, and if inside change the image to fit a smaller space based on the center tile of the image shown.

So if a group of 3+ dragons, were next to 2 groups of 1-2 dragons. You would tell your viewer to show a large image in the viewer that takes up 5 tiles in a cross pattern. Or even a square of 9 tiles.

+

[ ]

So when showing this special image, it will show the image on tiles deemed empty and above ground. Or tiles that do not have walls and are above ground. So when the entity group moves on these tiles a certain image is played. And the image takes 5-9 tiles.
When the entity moves to say, the inside of a fortress, is it now possible to tell the viewer to change the image shown to something encompassing 3 tiles in a line of the direction given. And will only show these images on tiles deemed underground without a wall.
Now the problem I see is telling the program how to overwrite which entities being shown. In what order. Would there be a way to set a priority on certain tiles in the viewer? Then getting ahead of myself, the biggest hurdle is getting the viewer to recognize commands from Dwarf Fortress. And although it would be cool to have a button in the viewer that allows you to cycle through any given image on each tile, that is beyond me.

But that is all complicated, the simplest way would to just tell the viewer to show a special group image on a singular tile. Easiest to track. But this idea could be used in creating conditions for showing detailed group battles. It's just really complicated and would involve a lot of image changing. Like showing a group of dragons together if a certain amount of them were within range of each other, and then overwriting that image with a different one if a dwarf or non-dragon entity came into the mix. But if you can control the priority of all the images being shown, so one has preference over the other in given situations that would be most important.

40
http://dwarffortresswiki.org/index.php/v0.31:Trading#Caravans

That's interesting, I've had migrant waves unable to come because a river blocked us from them. I had to create a bridge across.

41
DF Gameplay Questions / Re: ETA On Sprite Graphics?
« on: April 23, 2012, 07:06:08 pm »
I'm thinking that Sprites are going to be old-hat, anyway, by the time the jump is going to be made.

Procedurally-generated variations of vertex-defined body-shapes, with the hints from the generated body description (or the data stored that does output "...its front legs are cyan, its second pair of rear legs are puce") augmenting the bodyplan (from full describing that creature, or from the components grabbed from the body_rcp.txt for the weirder constructs), and perhaps with a little extra description by the time this aspect is developed.  And augmented by the "inventory" and "wounds" details.

This means that thin and fat dwarves can be seen as thin and fat dwarves.  The one carrying the silver pick will be obvious next to the one carrying the iron one.  The one with a cut on his finger will have (at sufficient zoom) a stain or mark there... or even periodically suck the wound!  Unless it has been dealt with by a doctor in which case a dressing might be visible.

Pregnant creatures might even be visually detectable, starving creatures will show their ribs more, a creature (or dwarf!) that has just run away from something might be seen taking some deep breaths.


But not yet.  It's not necessary.  But at some point we will be each working with three primary main processor cores, cross-linked with redundant melacortz-ramistat 14-kiloquad interface modules whose core elements are based on FTL nanoprocessors with 25 bilateral kelilactirals, 20 of those being slaved into the primary Heisenfram terminals...[/nerd]

What year is projected for that type of technology?

And that is what I'm talking about. Getting a program to visually show details. As long as someone can create a uniform detail for all the changes being output it can work really well. And you only have to modify it so it only reads output you place for it to read. This way it can be easily modified by fans and made a group project.

For instance, at the start you don't need to have all the dwarves shown, or even some of the clothing. Perhaps most clothing would use a place holder. The same as other images. I realize that part, you'd need to show detail for large amounts of activity change. Or have place holders to use.

Well I'm going to start my arduos task into the world of C++ and see what can be done. Maybe one year I'll do something. Anyone know what stonesense was made with? Is that with C++?


EDIT: One Idea I have, is how to illustrate the various effects in combat.

I don't know how you would show a human, dwarf, or something wrestling another entity. The combinations would be numerous. But let's say you did all of the work. If you're attacking something that is on an adjacent tile how would you best go on about visualizing a fight that includes wrestling? At first you wouldn't be able to show all of the output effects. Like using right hand to strangle. So it would be a matter of showing a different image based on the highest tier of output. So in combat I would have the image show you strangling or holding up your hands if there was any hold on the creatures neck. Then I would need to change the image for the creature to its being-choked-by-one-hand animation. So if you tried it with the left arm, it wouldn't show. But that is something that could be made a placeholder for any choking animation until the rest of the work is done. So it would still work. Then I'd have one for 2 hands. Now the problem is attacking while wrestling. I'm unsure about how you could show attacking while wrestling. I would guess when you have the output for any wrestling command, it changes the image. But how would you make it so when you change one image, if it has a certain output, you would fill the requirements for a different image showing. Or not showing wether or not that output is there?

For instance, you show the character change to a grappling image. Then you show the entity being grappled in the adjacent tile. So now you stab the enemy with a weapon. If I wanted to show you stabbing the enemy while still grappling, and have a different one for when you are not grappling. Could I tell a program to an image based on those requirements? Special images?

Also, is it possible to have stance change based on the activation and deactivation of some events? So your images don't get stuck.

Of course I'm thinking about all of this in the way that each image is shown based off of information in the game. Not in how you can go about certain images. You could in fact have image colors change based off of a sprite palette and have colors change to match the data in the colors. Such as Jagged Alliance 2. Then you could just sprite the image one way, in many different ways, but only once. And the coloring can be changed to whatever colors certain items are represented as. So you could have colors for cheetah print, have colors for all sorts of things.

But that's out of my league in terms of sprite animation and sprite programming. Or Image manipulation on any scale.

42
DF Gameplay Questions / Re: ETA On Sprite Graphics?
« on: April 23, 2012, 06:57:06 pm »

In that case, my hope goes into a team of talented developers creating a companion program that can run and view Dwarf Fortress in alternative methods.

The biggest problem would be make the controls seemless.

Or even allowing the main program to run in the background and take the commands, while the external viewer is fed the commands somehow so it all seems smooth.

This way the creator's vision is maintained and everyone gets the eye candy they want. The complicated triggers for animations like dismemberment and attacking is of a different matter.

But thanks for telling me about stonesense.

Glad to hear you're enjoying the game, but.. its   Never.  Gonna.  Happen.

Come now, if we thought like that we'd never get anywhere in life.

The proof that they made the program possible is the first greatest step.

All you need to do now is make the game work in background mode, or modify the game's UI to show a stonesense type visualator while the program it self just re-displays everything going on in the program. They've already done so much.

Never say never.


NEVAAAAAAARRRR!!!!!11

Apologies, but threads like this really annoy me.  Basically you are very enthusiastcally whinning for  other people to do a whole lot of work for you. 

Here is a link to a free C++ compiler. http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express   

Here are some tutorial projects to get you started: http://www.google.com/search?q=visual+c%2B%2B+tutorials+for+beginners&ie=UTF-8&oe=UTF-8&hl=en&client=safari

Also, you might want to at least glance at the DF Suggestions board on these forums.  Not only is that where this thread should have been posted in the first place, but it's remotely possible that someone might have once suggested something vaguely similar in the past.

Finn

Perhaps I could.

And when I'm done, I'm adding the Finn Monster to the game.

43
DF Gameplay Questions / Re: my dwarfs keep dying
« on: April 23, 2012, 01:47:30 pm »
yes, there are ghosts in my caves. ill check the wiki about them.
but i still wonder.. why do they all die in my meeting room?

new player here and im struggling with my dwarfs keep dying (they are found dead)in my meeting hall/dining room.

The last month (game time) ive had 5-6 dwarfs dying on me in my meeting room/dining room, and ive got no idea
why. Theres blood on the walls, but as i said, i dont know why and i seem powerless to stop it.
The end result is that all the other dwarfs there get unhappy thoughts and now theres tantrums and worse all over.

I try to keep my guys happy by following the hints given on this page:
http://dwarffortresswiki.org/index.php/v0.31:Keeping_your_dwarves_happy

but it doesnt seem to work.
ive got lots of food and booze (plump helmets) and i honestly cannot figure out why this is happening.

any and all help appriciated.

nappy

Check for Ghosts.

Sometimes Ghosts can batter a Dwarf so bad they succumb to a mortal wound later. At least this happened to me before, I lost some good craftsmen because of Ghosts.
If your meeting hall is where everyone hangs out, that's where they would be found last most likely. How big is your fort?

44
DF Gameplay Questions / Re: my dwarfs keep dying
« on: April 23, 2012, 01:42:00 pm »
new player here and im struggling with my dwarfs keep dying (they are found dead)in my meeting hall/dining room.

The last month (game time) ive had 5-6 dwarfs dying on me in my meeting room/dining room, and ive got no idea
why. Theres blood on the walls, but as i said, i dont know why and i seem powerless to stop it.
The end result is that all the other dwarfs there get unhappy thoughts and now theres tantrums and worse all over.

I try to keep my guys happy by following the hints given on this page:
http://dwarffortresswiki.org/index.php/v0.31:Keeping_your_dwarves_happy

but it doesnt seem to work.
ive got lots of food and booze (plump helmets) and i honestly cannot figure out why this is happening.

any and all help appriciated.

nappy

Check for Ghosts.

45
DF Gameplay Questions / Re: ETA On Sprite Graphics?
« on: April 23, 2012, 01:27:09 pm »
I'm surprised people haven't gotten angry at this guy for his abuse of the return key and exclamation marks.

Frankly, 3D graphics don't make games better. Mario didn't get vastly more fun when they put in shiny 3D graphics, and many of the best games we play are substantially less easy to look at than modern games. Nobody really complains about the graphics in Half Life because Gabe put in a good story, and it was extremely fun. Isn't that what games should be about, the ability to entertain and the story it tells? Dwarf Fortress is much the same. The simple graphics aren't there because Toady just hasn't implemented them yet, it's because implementing graphics will be both more intensive and relatively pointless. As a story telling medium, Dwarf Fortress is very high above the standard. As long as you use a little bit of imagination (something I fear is being lost in the gaming industry and gamers), you get a rich and complicated world that, while not really making sense, feels real enough to be immersed in immensely. I don't think you find that as much when a developer puts most of his time into having models with thousands of polygons running around wasting ammo. Sure Dwarf Fortress has quirks, but any game that's in development does.

It's nice to be able to visualize something, to have it in front of you. Besides, seeing something is better than just seeing it in your head all the time. It means you can share your ideas.

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