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Messages - Shurhaian

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376
DF Suggestions / Re: Advanced Options
« on: November 30, 2009, 07:10:26 am »
Super-bump.

There's usually not much need to differentiate in the "process plants" order in vanilla DF, but that's simply because all such processing yields thread and it's all comparable if not identical in value. It would still be nice to have that division if more varied cloth types are introduced, in mod or otherwise(like a valuable gather-only cloth plant).

The prior entry has a good compromise that leaves the dwarves some of their "valued" autonomy: milling and extracting could be differentiated by the presence of certain tags in the plant raws. "Mill Plants(food)" for plants with COOKABLE_WHEN_MILLED and "Mill Plants(dye)" for those with a MILL_DYE, for instance, and possibly "Mill Plants(extract)" for plants that have neither(could be introduced as purely a trade good, or something used in reactions somewhere other than the dyer's shop). Or maybe just food vs goods. Currently, the only extract-to-barrel plant(sweet pod) has a cookable extract, but it'd be nice to see the same division there.

Including the smelter's sensitivity to available raw materials would help avoid superfluous options.

But even if extracting isn't touched, that division would be very nice to see for milling, if we're not going to be able to give specific orders. (And I do like the notion of telling my dwarves "anything that can be milled into dye, do it".)

377
for the love of all that is dwarfy and right in the world, can someone post some clear instructions on how to get this program working?

Right now, it is about as easy as herding cats into my magma forge...

Without knowing how exactly it's failing to work, there's not much that can be done to help...

@bartavelle: Is the -dev package really necessary for end users? It doesn't seem to be - I got gtk-2.12.9-win32-2.exe and it worked just fine, and it doesn't have any additional install options that might confuse the user.

378
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: November 30, 2009, 03:43:15 am »
I think it can be definitively stated that Karmic i.e. Ubuntu 9.10 broke DT. If you watch the console output, I believe it slashes past a base address of 0, which is nonsense.

I'm not able to help test it at this time; Ubuntu became unusable on my machine(total X hang, sometimes only minutes apart), so I'm now running Windows... :/

379
It threw me for a loop when I went there, and I did know what I was looking for. :) Sourceforge is a wonderful place, but some of their helpful features aren't very helpful. The "download this!" button is actually quite often not for the right file.

380
The problem is that you don't need Glade at all.

Don't click the "download Glade" button; instead, go to the Files tab.

What you need from that project is the most recent GTK+ Win32 runtime. As of this post, that can be found here, but anyone who reads this after more than a few days should try to find it themselves at http://sourceforge.net/projects/gladewin32/files/ just in case there's a new one.

(Edit note: Although there are two files listed under gtk-2.12.9-win32, you don't need #1. The page doesn't explain why both are there, but #2 alone, the more recent one, will work.)

381
DF Modding / Re: Explanation on ethics?
« on: November 29, 2009, 06:46:36 am »
Search is your friend.

Toady has weighed in on this in the past: here. The math gets a bit complicated, because it's not just a linear comparison.

382
Aha, there it goes! Thanks muchly.

I think this is worth putting on the Wiki for the time being. At least, if it was mentioned somewhere, I didn't see it or the solution, so putting the answer somewhere central is probably sound. Off I go to do that.

383
DF Suggestions / Re: Divide herbalism from the storage task
« on: November 29, 2009, 04:51:53 am »
That's nice.

I've seen it happen too many times to count. Especially but not always with rough gems.

384
DF Modding / Re: Deon's elves and ratmen
« on: November 29, 2009, 04:50:43 am »
I hadn't tried that conversion because the example graphics file comes with 40d16 as a PNG...

And having tried it, I can confirm that it works no better. :/ Every single rat has a magenta background. Except, in the status listing, peasants(haven't got migrants yet); they have a *darker* magenta background.

385
DF Suggestions / Re: Divide herbalism from the storage task
« on: November 29, 2009, 03:15:01 am »
That's exactly what I have seen, though. More often with gems than with ore, but ore, too. If a miner picks up a stone hauling job, and the stone he just dug out is eligible for such, that's usually the one I see him run off with.

386
DF Modding / Re: Graphics: What am I doing wrong?
« on: November 28, 2009, 09:30:10 pm »
As a confirmation that I need to put the specific professions in there explicitly, yes, it does. I'll have to pass along word about the improper shade of magenta.

Thanks!

387
Trying to run 0.17 under 40d16 with an alternate playable civ, complete with language.

For some reason, though none of the components demand a reboot, I got can't-find-DLL errors until I did so. Finished rebooting, loaded my save, dropped to a command line, ran companion...

Spoiler (click to show/hide)

Never actually got the main window up to interact with. :(

Is this something to do with custom language files?

(I also note that the new civ doesn't reliably stick to their own language. I may have mis-formed the  SPEECH: token in the creature raw... at any rate, though the language from the new raw is used, randomizing names flips between different languages. Not sure if this is relevant.)

388
DF General Discussion / Re: Dtil - Updated September 14th 2008 - 40d
« on: November 28, 2009, 05:58:33 pm »
Has anyone been able to get a memory.ini or whatever compiled for Windows 40d16? I tried attaching, going to the title screen, and letting it do its thing, and it sat there, alternately spiking the CPU and going idle, for about 10 minutes before I gave up.

389
DF Modding / Graphics: One tilepage not masking properly
« on: November 28, 2009, 05:00:52 pm »
I saw Deon's ratmen graphics and figured I had to give it a shot. I borrowed Mayday's tileset from DFG, slapped it in, spent a while poking at the graphics .txt file, and here's what I got:
Spoiler (click to show/hide)

Here's the relevant file:

Spoiler (click to show/hide)

The rats depicted are supposed to be, from left to right: a farmer; a miner; a mechanic; a leatherworker.

I'm guessing that the specific crafts aren't falling back to the generic professions; is there a way to get that to happen short of slapping it all in by hand?

But even without that, it leaves the issue of the magenta background not being, well, background-y. Is there something I'm missing with regards to that?

(Thanks to all the relevant artists for the tiles.)

(Edit: I realize know that I have TAX_COLLECTOR where it should be TAXCOLLECTOR as well. Fixed locally, but left here in case the effect blossoms from it...)

390
DF Modding / Re: Deon's elves and ratmen
« on: November 28, 2009, 03:08:49 pm »
I'm trying to make heads or tails of the graphics file format, and so far I'm just giving myself a headache.

First things first - I have a playable civ that I've quickly knocked together, I'll see if that's at least somewhat workable.

Can anyone clarify how I'm supposed to delimit the different professions in the graphics config file? I get the x/y position(0-initial?), and I gather that any specific profession that's absent will fall back to the "category" of that profession just like non-graphical dwarves do, but the later attributes on those tokens are confusing me.

(Edit: I'm not trying to be a lazy leech with that. If I can just figure out how it works, I'll be glad to post a spoiler'd graphics .txt for the ratmen. Or Murin, as I'm calling mine, leaving the noncivilised ratmen alone. They still have craftsrats etc, though.)

(Further edit: I think I've got the gist of the format. The nobles are all that's giving me a headache now - I don't know what the "default professions" for them are, that I can just point them to the appropriate spots on that first line, so I might wind up with a lot of things pointing to the same place just to be sure they're covered.)

(Additional edit: No elite wrestlers? That's the only single omission that jumps out at me.)

(Edited ONE MORE TIME: The magenta background is apparently not exactly 255, 0, 255. It's still showing up as magenta in-game. Otherwise nice tiles though!)

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