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Messages - Valdemar

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16
DF Modding / Re: DF Mod Manager [0.6 release]
« on: March 19, 2011, 07:45:30 pm »
Version 0.6 released.

Main window
  • The main mod list has been redesigned to a tree-like interface. Normal mods are shown at the top level, and metamods are displayed under their parents in the hierarchy.
  • The new interface allows you to reorder mods by dragging and dropping. The position of the two mods in the drag and drop operation will be swapped. You can also double click mods to toggle them as before.
  • The main window now displays "(Uninstalled changes)" in its title if any mods have been added, deleted, edited, reordered, toggled, etc since the last install. This "dirty flag" persists even after DFMM is closed. It is fairly intelligent, reverting if the change is undone, not triggering if a disabled mod is edited until it is enabled, etc.
  • Added an experimental "Import metamod" command. This command will import a directory of raw files, examine the difference between them and the raw files with the selected mod installed, and generate a metamod with the computed changes. This is useful if you have, for example, the Genesis files and the Genesis files with some of your own changes, and want to make your changes into a metamod. Some notes: if you delete an entire file in your changes make sure to keep the empty shell or DFMM will assume you want it unmodified. The import also sometimes picks up phantom changes. I'm looking into why this happens and how to fix it, but consider it experimental for now.
  • Added several keyboard shortcuts to the main window.

Editor
  • Added find and replace functionality to the editor through a new Edit menu. Note that although normal functions like Copy, Paste, Undo, etc are not present in the Edit menu, they are accessible through their default keyboard shortcuts or the text box's right click menu.
  • Added keyboard shortcuts Delete to delete an object and Alt+Delete to revert.

also, a feature request that might be a little too much... you know creature variations and material templates, etc? i mean objects that are defined in their own  raw entries, it'd be awesome if you could make it so these would hiperlink to their raw entries when used as tokens, and possibly display red when the link was broken, and in the raw entries of these defined objects one could select an option in the menu to search and display every entry referring to that object

I'll see what I can do with this for the next version.

I've been fiddling around with this and it's a great little tool, helps a BUNCH for modding. Would it be possible for multiple selections when editing tokens, though? I've been wanting to do a total conversion mod but it takes a while to delete everything except dwarves in the creature file.

This update should help with its delete shortcut. Alternately, you could blank all of the creature files (but keep the [OBJECT] tag) in a copy of the raws, import, and revert dwarves. I'll take a look at the multiple selection idea for next time.

Edit: Ninja bugfix- the dirty flag wasn't updating properly in some cases. If you run into this, redownload this version.

17
DF Modding / Re: DF Mod Manager [0.5 release]
« on: March 16, 2011, 08:01:40 pm »
Hello,

i tried running this utility dfmm and not sure how to get this done correctly.

I made a mod onto Deon's genesis mod and kept the file (which includes the .18, genesis and mine).   I saw this nifty utility and downloaded etc...

I re-made vanilla DF (.18), which i ran the dfmm (to create core), then run import from directory with deon's genesis (original .18e). then run import from directory again, with new name; 'my mod' (has genesis mods).  I wanted to seperate my mod entries from genesis mod; then right clicked (on "my mod") for metamod (new name entry my mod: genesis). the process was very quick and shows no changes or difference (I also clicked on edit on the "my mod: genesis", is blank).

so clearly I must have misunderstood the instructions.  Can anyone clarify the instruction.

Thank you,
rynait

DFMM does not currently have the ability to create a metamod by inspecting the difference between two existing mods, which is what you seem to need. When you create a metamod, it starts out empty, and you are intended to fill in changes in the editor.

I will add this feature to the next version with an "Import Metamod" command in the mod menu.

18
DF Modding / Re: DF Mod Manager [0.5 release]
« on: March 10, 2011, 04:02:32 pm »
Edit: Right, let's get this reported properly. Reimporting the objects folder with the last installed version of the mod before the crash does work. Anything involving the .dfmod file that crashed does not. Attempting to install it does not redelete anything added after the crash, but it does delete enough of the raws to result in a 265KB error file upon selecting arena mode.
Sounds like a character encoding issue. DFMM assumes everything is in CP437, DF's format. Can you upload the bugged .dfmod file somewhere so I can take a look at it?

I have a feature suggestion: raw comparer by objects. Right now I'm using examdiff to check for new features but that program doesnt understand DF's raw architect and might cause some strange comparison if let's say the list in my file is creature:elf, creature:human, creature:dwarf instead of creature:dwarf, creature:elf, creature:human. I'm looking for a program that recognize different objects and compare raw of objects of the same name and point out the difference in those objects and the difference in the existence of objects.

DFMM already does something very similar to this with the change highlighting and core data viewing functions of the editor. Is it specifically the two-column format you're looking for?

Can the program parse bodyglosses? At the moment they're in with the UPPERBODY_PINCERS entry by default, so I've made a null body part to get them in a category of their own.

Hmm, I didn't realize that there were two kinds of objects in the body type file. I'll see what I can do about that, though it will require a significant rewrite of the parse engine.


Also requesting some way of displaying whether any changes have been made to mods since the last save. Often I save the mod and go straight to opening DF, and it can be really frustrating to not realise immediately why a change hasn't taken effect.

And also requesting a search function. That's the only thing stopping me from abandoning Notepad entirely.

can i ask for a keyboard shortcut to delete entries in the raws? either ctl+something or simply the delete key

These will all be in the next version, which should be ready in the next few days.

Here's a preview of the new main interface in the new version:
Spoiler (click to show/hide)


19
DF Modding / Re: DF Mod Manager [0.5 release]
« on: February 26, 2011, 07:12:41 pm »
Finally, a bug report for you (found it 30 seconds in): on line 227 of editor.py, you are not checking the bounds of a tuple before getting the first selection. This causes a pop-up error box, followed by a crash, upon using Save & Exit or Exit without saving, or using the close button in the title bar.
What exactly are you doing to trigger this? I can't reproduce it; wherever I click an object is selected and there's no problem. And "Exit Without Saving" never calls listbox_clicked(). Regardless, I'll put in a check for next time.

Does this recognize modded files not in the raw directory?  Such as custom speech files in data/speech?
No, I didn't realize there were moddable files in the data directory. I may add those eventually.

20
DF Modding / Re: DF Mod Manager [0.5 release]
« on: February 19, 2011, 03:45:25 pm »
Version 0.5 released.

New features
  • Metamods
    • Metamods are mods that use an existing mod as their core data. They are useful for deleting part of a mod or tweaking an object it added without affecting the original.
    • Create a metamod from the right click menu of a mod. Alternately, check the "Meta" box in the splitter to make the second mod of the split into a metamod of the first.
    • The suggested naming convention for metamods is <Name of parent>: <Name of meta>. This makes it more clear what modifies what, since the UI currently does not indicate this.
    • When editing a metamod, changes made by the parent mod will appear to be the core data. No +, *, or [D] will appear except on the actual changes made by the metamod; this is intentional.
    • There is no UI to make an existing mod into a metamod. If you want to do this, add the "!DFMM|META|<filename of parent>.dfmod" command to the file in the mods folder, before any ADD/DELETE/MODIFY commands.
  • DFMM can now import and export .zip files of multiple .dfmod files. This is primarily intended for distributing a mod and its metamods, but a manually packaged zip file of an arbitrary combination of mods can also be imported. The export option on a mod will export only it and its metamods.
  • Templates for new objects in the editor are now available. There are none by default, but you can create a "templates" folder and place files of the form "<object type>.txt" in it, and the editor will set the data of new objects to the contents of the file. (re Max White)

Bug fixes
  • The editor panel now auto-sizes vertically as well as horizontally (re Sutremaine)
  • Fixed a crash when deleting the last object of a certain type (re Max White)
  • Fixed export to directory to properly output unchanged objects to core files

Compatibility with the latest version seems fine. Just delete your "core" directory and DFMM will re-read the files in your raws folder, or simply copy the new files over the old ones in the core directory.

Currently on my to-do list are an improved mod list with something like a tree view to better manage metamods, and optimization of the mod management options, whose somewhat naive implementations are starting to take a long time to run.

21
DF Modding / Re: DF Mod Manager [0.4.1 release]
« on: February 09, 2011, 10:06:43 pm »
Hey, a problem here, I seem to be unable to move items up/down the list. Can you do it? I get python errors, do you need a screenshot?
Version 0.4.2 released.

Bug fixes
  • Reordering mods now works properly (re Deon)

22
DF Modding / Re: DF Mod Manager [0.4 release]
« on: February 08, 2011, 04:28:21 pm »
Version 0.4.1 released.

Bug fixes
  • The decoder will now deal properly with raw files with no objects in them. (re Deon)
  • When an error occurs when importing a file, only the import process will be aborted now instead of the entire program closing.

23
DF Modding / Re: DF Mod Manager [0.3 release]
« on: February 06, 2011, 08:24:10 pm »
Version 0.4 released.

New Features
  • DFMM will now import object data from files exactly as written, including spaces, tabs, and comments. Because of this change in how the files are read and patched, DFMM will need to reprocess all of your existing mods. I recommend deleting and reimporting your mods, especially if they are complex and/or you want them to show up reformatted as well. If you choose to let DFMM convert them, watch the console window for failed patches.
  • Error messages will now pop up in dialog boxes instead of flashing on the screen and disappearing. Some of the more common messages are also less cryptic now.

Metamods are postponed until next time.

24
DF Modding / Re: DF Mod Manager [0.3 release]
« on: February 04, 2011, 05:26:05 pm »
Alright, the whole time it has flashed text on screen before disappearing. Now, after trying to get a picture of the words (and wishing I had better reflexes), I finally got a picture of it. What does it mean?
Spoiler (click to show/hide)

That error means it was unable to locate an [OBJECT:<something>] tag at the start of one of your raws files. What version of DF are you using? Maybe there's an extraneous .txt file in your raws directory, like a readme for a mod.

Valdemar, can you make it to read non-token info too (and tabulations)? I have some problems with it because it removes indentation, tabulation and comments which I placed in RAW files.

I'll work on this for the next release. It and the metamod features are shaping up to be more complex than I expected; it'll probably take until sometime next week.

25
DF Modding / Re: DF Mod Manager [0.3 release]
« on: January 31, 2011, 08:04:00 am »

The question is: would it be possible to modify it to make some components mutually exclusive and otherwise required?

This will fall under the metamod feature that I'm working on. You'd be able to put one set of minerals into core Genesis, then create a metamod removing that set and adding a different one. You could never have both sets active, and you would have to disable all of Genesis to disable both. I should have this update out sometime in the next few days.

26
DF Modding / Re: DF Mod Manager [0.2 release]
« on: January 30, 2011, 09:45:50 pm »
Version 0.3 released.

New Features
  • Mod merging: File -> Merge mods will merge together all of the currently selected mods just like installation, but save the result as a new mod instead.
  • Mod splitting: Right click mod -> Split mod will bring up an interface where you can split the mod into two new mods. All the object changes will be shown on the left side. Double click a change to transfer it to the other side. Double click a folder to transfer all changes to that object type. You can also transfer multiple changes with Shift or Control, as long as you keep the modifier held down as you double click. Give the new mods names at the top of each tree. (re Deon, this should help you split Genesis)

Bug Fixes
  • DFMM will no longer silently overwrite any mods with the same name when importing or creating a new mod.

27
DF Modding / Re: DF Mod Manager [0.2 release]
« on: January 18, 2011, 10:12:03 pm »
Version 0.2 released.

New Features
  • Changes to modified files are now shown directly in the editor. Characters added are highlighted in green. This may be toggled in the View menu.
  • You can now view the unmodified core file for a given object directly in the editor through the View menu. Characters deleted from the core file will be highlighted in red when combined with the View Changes option. While in this mode the editor is colored gray to remind you that the data cannot be edited.
  • Hotkeys added to several editor functions.
Bug Fixes
  • Fixed an issue where DFMM would interpret exclamation marks in object descriptions as the "!DFMM" control code and fail to parse mods such as Intensifying Mod.
  • Fixed DFMM not recognizing the BUILDING_FURNACE object type, causing it to fail to import mods such as Genesis. (re splinteredmind)
  • Fixed CP437 character encoding issues that caused DFMM to fail to import mods such as Genesis.


28
DF Modding / Re: DF Mod Manager [0.1 release]
« on: January 10, 2011, 12:10:36 am »
wasnt there something like this a while back?
I searched around a little, and the ones I found (Uristmod and DF Raw Patcher) required rewrites of mods, supported only one mod at a time, and/or had no GUIs. I hope my version can be of use to someone.

29
DF Modding / DF Mod Manager [0.7.1 release]
« on: January 09, 2011, 10:39:54 pm »
The Dwarf Fortress Mod Manager allows you to create and edit mods, and easily merge them together for installation. It can import existing mods, and export them into compact patch-like files for easy distribution and compatibility with future versions of DF. Other features include splitting mods, showing clearly what each mod changes, and allowing tweaks to mods that do not affect the original.

Screenshots
Spoiler (click to show/hide)

Download
DFMM is available as Python source code (requires Python and wxPython) or a compiled EXE.

Python Source [0.7.1]
Compiled EXE [0.7] (sorry, 0.7.1 exe is delayed)

DFMM source and the development log are also available on GitHub.

Installation
Unzip the program into your DF directory so that the “dfmm” folder that contains dfmm.py or dfmm.exe is on the same level as the DF executable. Back up any mods you currently have installed and restore your raw/objects directory to vanilla DF. When you run DFMM for the first time, it will copy the core raw files to its own directory.

Compatibility
DFMM is currently written for DF 0.31.21, and should be compatible with future versions of DF unless the raws format changes significantly, which is unlikely. When upgrading to a new version of DF, you can keep your ‘mods’ directory since everything is internally stored as .dfmod files, but delete your ‘core’ directory and let DFMM read in the new core raw files.

Importing Mods
DFMM won’t be very useful until you import some mods into it through the Import menu. Mods can be imported from a directory, as current DF mods are typically distributed. Make sure the directory doesn’t contain any extraneous files, and point DFMM to it. Core files included in the directory are assumed to be intended exactly as written, with any missing objects deleted. Missing core files are assumed to be unmodified, and extra files are assumed to be added. Mods can also be imported from .dfmod files, DFMM’s own format, or zip files containing multiple .dfmod files.

Managing Mods
Mods can be enabled or disabled by double clicking on them. Disabled mods will not be installed. You can also reorder mods by dragging and dropping. Mod order is critical for determining which takes precedence in conflicts (see next section).

Installing Mods
When you select File -> Install mods, DFMM will merge together all of your currently installed and enabled mods and install them to your raws/objects directory. Enable, disable, and reorder your mods from the right-click menu. DFMM tries to be as intelligent as possible about merging mods, but conflicts can occur:
  • If a mod deletes an object and a later mod attempts to modify it, the modification will fail.
  • If a mod modifies an object and a later mod attempt to delete it, the deletion will fail unless you check the “Delete overrides edit” option.
  • If a mod modifies an object and a later mod also attempts to modify it, DFMM will attempt to merge the changes. If you uncheck the “Merge changes” option, the second modification will simply be discarded. If the second modification cannot be fully applied, if for example they change exactly the same tag, all the changes for the second mod will be discarded. However, if you check the “Allow partial merges” option, the successfully applied changes will be kept.
Watch the console window for messages from DFMM about merges and discarded changes. Be careful of merges and especially partial merges, as they have the potential to misformat your raw files. I recommend scanning over the results of merges to make sure everything is in order before starting DF.

The Mod Editor
The mod editor lets you more easily create and edit mods. Create a new mod with File -> New mod in the main window, or right click an existing mod and select Edit. In the editor, first select the type of object to edit with the top tabs, pick an object in the list to the left, and edit its data in the right panel.

As you view an object's data, text the mod has added to the mod is highlighted in green. Press Control-D to switch to viewing the core data for that object. In this view, text the mod has removed from the core data is highlighted in red.

Changes to object data are saved immediately, but the mod itself will not be saved until you select File -> Save. Add, delete, or revert (restore data to that of core DF or undelete) objects from the Object menu. Objects in the list are marked with whether they have been added (+), deleted ([D]), or modified (*) in the current mod.

Merging and Splitting
All currently selected mods can be merged using the File -> Merge Mods. They will be merged together using the same logic as installation, and saved as a new mod file.

The mod splitter can be accessed through the "Split mod" option in the mod context menu. All changes made by the selected mod will be displayed on the left pane of the splitter. Changes can be transferred to the right pane with a double click. When you click Save, the changes in each pane will be saved as new mods with the names you specify. The "Meta" option will save the right mod as a metamod (see next section) of the left one.

Metamods
A metamod is a mod that uses another mod's data as its core data. They are useful to modders to provide optional parts of a mod that can be turned on or off, or to users to tweak parts of a mod without affecting the original. Create a metamod through a mod's context menu. When a metamod is opened in the editor, only changes the metamod makes over the parent mod are shown; The parent mod's data is shown as if it was the core data.

Exporting Mods
Mods can be exported back to directories or to .dfmod files through their right-click menu. .dfmod files act like compact patch files, storing only the differences between core and your mod. For example, here is a simple mod that adds a single tag to [ENTITY:MOUNTAIN]:
Spoiler (click to show/hide)
A mod with metamods can also be exported as a .zip file of .dfmod files. This is intended for easier distribution of a mod with its metamods included.

Possible problems and solutions
  • If mods you import are from a different version of DF, DFMM will claim that each is making some of the same modifications, which are really modifications to the core files, and probably fail to merge them since they’re the same. If this happens, open up the problem mods and manually remove the changes (Revert Object is your friend here). Mods distributed as .dfmod files will not have this problem.
  • If DF (the game itself) crashes after installing mods, it is likely due to a failed merge that left the raw files corrupted or a mod half-applied. Review the installation log in the console for merge conflicts and look for merged files, and review them for problems.

30
DF General Discussion / Re: How often is rent assessed?
« on: May 09, 2010, 04:23:09 pm »
No, he's asking when it is charged to the dwarf.

Quote from: Dictionary
to impose a tax or other charge on.

Also because I'm pretty sure it is recalculated constantly (or at least whenever it changes).
I'm pretty sure that's what he meant too, but "assess" can mean either:
Quote
tr.v., -sessed, -sess·ing, -sess·es.

   1. To estimate the value of (property) for taxation.
   2. To set or determine the amount of (a payment, such as a tax or fine).
   3. To charge (a person or property) with a special payment, such as a tax or fine.
   4. Sports. To charge a player, coach, or team with (a foul or penalty).
   5. To determine the value, significance, or extent of; appraise. See synonyms at estimate.

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