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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002335 times)

Ravendarksky

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6135 on: September 30, 2013, 09:59:33 am »

Does anyone know what text encoding is used for the various raws. (or the best way to find out?)

I'm interested to know the answer for all but especially keen to know for gamelog.txt which is what I need right now to finish up my DFMon tool.

Hopefully someone can help me so I don't have to try and distract toady from more important things.
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6136 on: September 30, 2013, 10:28:39 am »

I believe it's ISO-8859-15.
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Ravendarksky

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6137 on: September 30, 2013, 10:50:44 am »

Hi MagmaMcFry,

Thanks for the swift reply!

I've just tried that one and it just seems to just make my c# text parser omit the special characters. I'm hoping you are right and my program is wrong!

Code: [Select]
string msg = File.ReadLines(dwarfgamelog.txt, Encoding.GetEncoding("iso-8859-5")).Last();
                        var msgstr = linestr.ToCharArray();
char testChar = msgstr[10];

" `Farmer' DŒshmablibash, Planter cancels Plant Seeds: Needs cave wheat seeds. "
now gives me
`Farmer' Dshmablibash, Planter cancels Plant Seeds: Needs cave wheat seeds.

When I look at what code it is using it seems to think it's character 40 for Πwhich gives me a space.
I'm expecting î .

This is the only thread I've found with people doing anything similar: http://www.bay12forums.com/smf/index.php?topic=116645.msg3623962#msg3623962

This one seems to work for most of the basic special characters... I'm just going to use it for now until I figure out something more correct
CodePage: 437
DisplayName: OEM United States
Name: IBM437

« Last Edit: September 30, 2013, 11:26:52 am by Ravendarksky »
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evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6138 on: September 30, 2013, 11:35:34 am »

If I added a thousand identical custom vampire interactions to the raws, would I see any rise in the number of vampires?
(If I remember rightly, it doesn't matter if you set the number of vamp cursetypes in the advanced world creation to 1 or 1,000,001, you'll still get the same amount.)

MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6139 on: September 30, 2013, 11:53:13 am »

I'm pretty sure that the amount of deity interactions per historical figure is hardcoded, which means that if you added 1000001 custom vampires, that would result in the same amount of vampires, just that hardcoded vampires just appear very rarely.

Also, Ravendarksky, I did some research and the languages display correctly with IBM-850.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6140 on: September 30, 2013, 04:03:06 pm »

evictedSaint/magmafry: Thats correct.
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CryptoCactus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6141 on: October 01, 2013, 02:29:45 pm »

Is VBASE still a thing people use? It looks extremely interesting, but it's pretty old now, Captain Mayday's gone, and the link to its "new" home ca. early 2012 is dead now.
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[REFERENCE]Creature Errors - Starvation, immortals, unbreedables, pet problems:
http://www.bay12forums.com/smf/index.php?topic=136374.0

My unofficial Modest Mod update:
http://www.bay12forums.com/smf/index.php?topic=105871.msg5021367#msg5021367

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6142 on: October 01, 2013, 02:33:09 pm »

I haven't seen it used, but it still can be.

CryptoCactus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6143 on: October 01, 2013, 02:43:03 pm »

Neat. Thanks. I'm cooking something up and I think it'd be easier/more fun for me to use something like VBASE to do it with.
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[REFERENCE]Creature Errors - Starvation, immortals, unbreedables, pet problems:
http://www.bay12forums.com/smf/index.php?topic=136374.0

My unofficial Modest Mod update:
http://www.bay12forums.com/smf/index.php?topic=105871.msg5021367#msg5021367

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6144 on: October 01, 2013, 04:33:11 pm »

Is there any way to make shells that can be used in moods with a reaction`? Or are they like skulls and bones, require a dead creature first?
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MDFification

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6145 on: October 01, 2013, 05:10:08 pm »

Does anyone know how to make a newly created creature available for testing in Arena mode?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6146 on: October 01, 2013, 05:24:02 pm »

Is there any way to make shells that can be used in moods with a reaction`? Or are they like skulls and bones, require a dead creature first?

You can add [SHELL] to a material, but I'm not sure if that is all it takes to make it acceptable for a mood. It won't be usable for the vanilla shell reactions, but that's because they look for shell body components. At least, that's the error I keep getting when I tried adding [SHELL] to a few materials.

Does anyone know how to make a newly created creature available for testing in Arena mode?

They should be added automatically, so long as they exist and aren't [ARENA_RESTRICTED].
« Last Edit: October 01, 2013, 05:32:51 pm by BlackFlyme »
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6147 on: October 01, 2013, 05:37:35 pm »

Check to see if you forgot the caste name, or [OBJECT:CREATURE] at the top of the file
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MDFification

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6148 on: October 01, 2013, 05:57:42 pm »

Check to see if you forgot the caste name, or [OBJECT:CREATURE] at the top of the file

Ah, thanks.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6149 on: October 01, 2013, 07:31:48 pm »

So for a shell I need to spawn a insta-death creature that has a shell, got it. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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