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Messages - MrDim

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1
DF Modding / Re: Specific Questions Thread
« on: April 28, 2012, 11:25:12 pm »
Uhhhhhhhhhh...
Oh I think I get it, so there are only a limited amount of area to place tentacles? and depending on that area it will effect what kind of armor it gets. Like Upperbody, and lower body?

Yeah, I'm lost.
No, you could attach any body part to any other body part. You could have feet growing off the head and arms growing off the eyes if you wanted.

The kind of armor that is placed on a body part depends only on which of the HEAD, STANCE, GRASP, LOWERBODY, and UPPERBODY tags the body part has (and one body part can have more than one, or even all, of those tokens). So armor pieces whose identification line says [ITEM_HELM:whatever] go on any HEAD body part, those which say [ITEM_SHOES:whatever] go on any STANCE body part, [ITEM_GLOVES:whatever] go on any GRASP body part, [ITEM_PANTS:whatever] go on any LOWERBODY body part, and [ITEM_ARMOR:whatever] go on any UPPERBODY body part.

...Maybe you should just do some testing and see how it works out. Examine the body plans for humanoids, maybe change it up a bit by adding extra parts or removing bits, and see how it interacts with armor. I'm not sure how to explain it any better than I have. It's just, like, hand armor goes on any body part that can hold things, foot armor goes anywhere that is stood on, and so on.

Oh no, I get it now... So I assume those grasp tags are hardcoded huh? I couldnt create a custom grasp tag? Oh well.

2
DF General Discussion / Re: Oh Snap
« on: April 28, 2012, 11:12:09 pm »
Dark fiend? A night creature. Against a well trained soldier, it's an even fight.

A dark fiend, as a night creature? No, night creatures are physically described in legends mode. So are demons, which overall makes me puzzled as to the nature of these fiends.

Yep its modded in.

Behold!!

3
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 11:00:12 pm »
Well, not to the farmer's workshop, but you COULD add a reaction to the kitchen or craftsdwarf's workshop or something to turn, say, X plants into X "logs" of [INORGANIC:THATCH], which you would have to define in one of the inorganic files.

Oh cool, could I copy the crafts dwarfs shop and name it something else then?

4
DF Modding / Re: Specific Questions Thread
« on: April 28, 2012, 10:59:31 pm »
No, what's he's saying is that if you want your custom race to not wear boots, for instance, because they have tentacles, you'll have to make it impossible for said custom race to make boots (and probably impossible for them to trade for boots). If they can acquire the normal types of armor for stance body parts, they'll wear them on their stance part.

You seem to be parsing "normal STANCE or whatever armor" as "armor for normal STANCE parts," where you should be parsing it as "normal armor for STANCE parts." Any STANCE armor can be worn on any STANCE body part. Whether the items are custom or not doesn't matter, nor does whether the body parts are custom or not.

Uhhhhhhhhhh...
Oh I think I get it, so there are only a limited amount of area to place tentacles? and depending on that area it will effect what kind of armor it gets. Like Upperbody, and lower body?

Yeah, I'm lost.

5
The init and d_init files control most of the ingame settings.

Go to data => init => init.txt, then find FPS and set it to NO.

Thanks.

EDIT: Hey, how did you change the starting quantity for items? So that you get more. Where is that stored.

6
DF Modding / Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« on: April 28, 2012, 09:54:54 pm »
Deathclaws shouldn't be [UBIQUITOUS], anyways.  In universe they're actually quite rare, and tend to... well... depopulate the areas around them quite severely.

Yeah like how they depopulated my wastelanders. Violently. With no remorse, let me draw you guys an image of what it looked like, come back later for my edit.

EDIT:

Here you go.


7
Hey, how do I turn off the FPS counter?

8
DF Modding / Re: Easy to Install?
« on: April 28, 2012, 09:18:52 pm »
body_default actually defines the body parts and how they relate to each other. For instance, the HUMANOID_FLIER is a plan that has 2 arms that are used to fly with attached to an upper body, 2 legs that are used to stand on that are connected to a lower body, and a head that connects to the upper body. It also defines the 3 parts of the arms and legs (upper, lower, and hand/foot) and how they connect to each other. In the creature, the BODY:blah token doesn't actually define the parts, it just takes them from the referred body plan.

You probably mistake 2EYES for meaning that it's adding 2 eyes, but it's not, not directly at any rate. There's actually a body plan called 2EYES that, appropriately enough, has 2 eyes that connect to a head body part. You could, if you wanted to, add eyes to the "main" plan, like HUMANOID, but keeping it separate lets you refer to the 2EYES plan for non-humanoid creatures, so it actually simplifies things. You could also make 2EYES more complicated, like if you wanted every two-eyed creature to have eye-stalks or something you could make the body plan 2EYES add stalks and eyes both.

So pretty much yes, the body_default entries are blueprints for the various forms a body can come in. They're highly modular so many different forms can be made from relatively few and simple parts; instead of needing 3 complete body plans for a no-horned humanoid, a one-horned humanoid, and a two-horned humanoid, for instance, there can be just 1 humanoid body plan and then 2 1-line body plans for one and two horns.

Okay, I guess bodies are something I just don't understand as I'm coming to realize. Even looking at the wiki. Does someone know a step by step tutorial that can teach me about bodies and give me a few excersizes or something? I am really confused on the way bodies are constructed and how parts are in relation to each other, and how to use templates.

9
Never forget the past…

My Little Darkness: Memories of Harmony



I'm trying this, hey not to annoy you, but the description in the links are switched, I assume the sound is the 58mb file, but on the page it says (v1.04, nosound).

10
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 07:56:09 pm »
Hm, maybe you could process wood logs/plants into "thatch"?

Can I add reactions to a farmers shop to make it produce a material used in building?

11
DF Modding / Re: Easy to Install?
« on: April 28, 2012, 07:43:28 pm »
Ooh, so should I create my own c_variation_ file then?
Only if you think you need it. You don't need to create your own version of every vanilla file, just the ones that you are adding to. So if all you are using is vanilla bodies for example, then there is no need to create a blank "bodies" file.

Are bodies short cuts for adding different groups of parts?

Such as


[BODY:HUMANOID_FLIER]
   [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
      [DEFAULT_RELSIZE:1000]
   [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
      [DEFAULT_RELSIZE:1000]
   [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
      [DEFAULT_RELSIZE:300]
   [BP:RUA:right upper arm:STP][CON:UB][LIMB]
[FLIER][CATEGORY:ARM_UPPER]
      [DEFAULT_RELSIZE:200]
   [BP:LUA:left upper arm:STP][CON:UB][LIMB]
[FLIER][CATEGORY:ARM_UPPER]
      [DEFAULT_RELSIZE:200]
   [BP:RLA:right lower arm:STP][CON:RUA][LIMB]
[CATEGORY:ARM_LOWER]
      [DEFAULT_RELSIZE:200]
   [BP:LLA:left lower arm:STP][CON:LUA][LIMB]
[CATEGORY:ARM_LOWER]
      [DEFAULT_RELSIZE:200]
   [BP:RH:right hand:STP][CON:RLA][GRASP]
[CATEGORY:HAND]
      [DEFAULT_RELSIZE:80]
   [BP:LH:left hand:STP][CON:LLA][GRASP]
[CATEGORY:HAND]
      [DEFAULT_RELSIZE:80]
   [BP:RUL:right upper leg:STP][CON:LB][LIMB]
[CATEGORY:LEG_UPPER]
      [DEFAULT_RELSIZE:500]
   [BP:LUL:left upper leg:STP][CON:LB][LIMB]
[CATEGORY:LEG_UPPER]
      [DEFAULT_RELSIZE:500]
   [BP:RLL:right lower leg:STP][CON:RUL][LIMB]
[CATEGORY:LEG_LOWER]
      [DEFAULT_RELSIZE:400]
   [BP:LLL:left lower leg:STP][CON:LUL][LIMB]
[CATEGORY:LEG_LOWER]
      [DEFAULT_RELSIZE:400]
   [BP:RF:right foot:right feet][CON:RLL][STANCE]
[CATEGORY:FOOT]
      [DEFAULT_RELSIZE:120]
   [BP:LF:left foot:right feet][CON:LLL][STANCE]
[CATEGORY:FOOT]
      [DEFAULT_RELSIZE:120]


What exactly is body_default used for. Is it used in the

  [BODY_DETAIL_PLAN:] ?

Then what does this do exactly?
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:
    THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]

Why bother adding :2EYES:2EARS:etc, from what I've seen in the body_default file it has premade stuff.

Oh wait, is body_default actually the blue print for what parts a body can except, and everything else are adding parts to the empty blue print? Like filling it in? So body_ file holds the format for all the parts that can be use? Its the outline?
 
   
Ooh, so should I create my own c_variation_ file then?
Probably not; the creature variations are really just a quick way of doing the creature sub-types. If you're going to do them properly, which you should, you should just do all of the things that the creature variations do in the varied creature's own creature_blah entry. That is, you could make giant orcs by making normal orcs and then applying the creature variation to them, but it would be more professional if you made giant orcs entirely by hand.

As Putnam said, though, most of the best-made mods put every new entry in their own file so only specific alterations to the original entries exist. Most such mods also have a specific idiosyncrasy to their various IDNames. That is, for instance, the Fortress Defense mod adds a Full Plate item, and uses ITEM_FULL_PLATE_FD as the IDName for it. The "standard" (though by no means required) format for item IDNames is ITEM_itemtype_blah, so if somebody else decided to add a Full Plate item they might use ITEM_FULL_PLATE as the IDName, which would cause duplicate-raw bugs if someone decided to combine that hypothetical mod with Fortress Defense if that _FD wasn't there. By adding _FD to the end of all of the IDNames it uses, Fortress Defense avoids such conflicts. You should do something similar.

Ok I will.

12
DF Modding / Re: Easy to Install?
« on: April 28, 2012, 07:14:55 pm »
Yes. I try to do this for all my mods. In fact, my dragon ball mod doesn't replace any of the vanilla files at all.

c_variation_default is for creature variations, such as animal people and giant creatures. Toady added them as a shortcut because making giant and animal versions of the few creatures that used to have them would be even more mind-numbing then I'm sure it is now.

Ooh, so should I create my own c_variation_ file then?

13
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 06:40:32 pm »
Well this is a thing now. You will have to finish it and share it!

Yes, probably.
And I won't fool anyone into playing what is actually a mole people mod.
I won't do that.
Totally.

14
DF Modding / Easy to Install?
« on: April 28, 2012, 06:31:01 pm »
I want to make a mod.
But I want to make it easy to install.
I was wondering, if my mod took like a hundred different types of entries, with changes in every type of file. Could I just make seperate files with the same format of everything needed and it will be parsed correctly? Or does it matter that my changes are added to the default files themselves? As I would like to not do this, so my mod does not conflict with anyone elses mod, except some inescapable changes. But could I in essence drag even those changes to already made civs to seperate files so people could cut and paste it into their own files themselves if they wanted?

For instance, inorganic_, entity_, building_.

Wish I knew what c_varation_default does.


15
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 06:15:52 pm »
"The way civilizations build stuff" is hardcoded.  You can control what materials they have access to, but not what shape they build things in, or the locations they choose... well you can sort of change that part, by making Dwarves, for example, build cities.  It's generally a bad idea to allow a civ to build a city on a high altitude or high drainage area tho, since the cracked and buckled earth will almost surely get in the way of building placements.

Aww.. oh well. I'll just change the materials to my new "Thatched Plant Fibers"

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