Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Familiar Instruments Mod [WIP] v0.0.4.2  (Read 7655 times)

RoaryStar

  • Bay Watcher
  • Skilled Programmer
    • View Profile
Re: Familiar Instruments Mod [WIP]
« Reply #15 on: February 05, 2016, 10:16:20 pm »

A few notes: There seems to be some weird issue regarding bones. I butchered a cow to have some bone available. But instead of just picking 1 bone and making 1 ocarina, my bone carver took the whole stack of 16 bones and made 16 ocarinas out of it. Then I butchered another animal and the same thing happened with the stack of 14 bones. Not sure if there is an error in the reaction or if that is a side effect of the carry more than one unit feature. Also I could not test the shell reaction as I had no shells available. But should be the same as with the bone reaction. The rest is working just fine.

Add [MAX_MULTIPLIER:1] to your reactions.

I'll be working on the mod over the weekend; hopefully I can get the orchestral strings done by Monday.
Logged

Urist McGoombaBrother

  • Bay Watcher
  • Trust the plump helmet! ♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠
    • View Profile
Re: Familiar Instruments Mod [WIP]
« Reply #16 on: February 06, 2016, 03:27:11 am »

Thx, that tag solved the issue. Tested now all the reactions, also the shells by amending cows yielding them. All ocarina variants are properly built and stored in the stockpile menus and tavern as intended. So I consider that as finished. There is only one thing bothering me. I never had a dwarf actually using an ocarina despite 5 points at skill Wind Instrumentalist and no other instruments available. Unsure, if there is something more to consider or if it is just bad luck.

Please find the new raws:

Spoiler: item_instrument (click to show/hide)

Spoiler: Reactions (click to show/hide)

Spoiler: entity_default.txt (click to show/hide)
« Last Edit: February 06, 2016, 04:06:25 am by Urist McGoombaBrother »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Familiar Instruments Mod [WIP]
« Reply #17 on: February 06, 2016, 03:32:04 am »

Ocarina should use STOPPING_HOLE for pitch choice, not HARMONIC_SERIES, which is for stuff played by stopping a string at a harmonic point.

60 dB actually seems real quiet for an ocarina—I'd go with 70-80.

No way an ocarina goes two octaves below middle C. The very lowest Ocarina, the contrabass ocarina, goes one octave below it. I'd go with Alto C ocarina, PITCH_RANGE:1200:2400.

"Full" and "resonant" I wouldn't really give to an ocarina. It's a lot more, uh, focused.
« Last Edit: February 06, 2016, 03:35:43 am by Putnam »
Logged

Urist McGoombaBrother

  • Bay Watcher
  • Trust the plump helmet! ♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠
    • View Profile
Re: Familiar Instruments Mod [WIP]
« Reply #18 on: February 06, 2016, 04:08:02 am »

Many thx for your input. Amended it above.

sv-esk

  • Bay Watcher
  • sorry for my bad english
    • View Profile
Re: Familiar Instruments Mod [WIP]
« Reply #19 on: February 06, 2016, 04:33:25 pm »

I noticed that caravan brings parts of generated instruments. And will not bring parts of custom instruments unless you add tool tokens to entity.
And leaving bards will sometimes steal your glass assembled from imported parts on the map without sand instruments. Just like leaving scholars will steal books.
Spoiler: ENTITY tokens (click to show/hide)
Logged

Urist McGoombaBrother

  • Bay Watcher
  • Trust the plump helmet! ♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠
    • View Profile
Re: Familiar Instruments Mod [WIP]
« Reply #20 on: February 07, 2016, 09:37:38 am »

I think I am going to mod an organ next. It will become a little more complex. We will see how it turns out. Might take me a few days.

Urist McGoombaBrother

  • Bay Watcher
  • Trust the plump helmet! ♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠
    • View Profile
Re: Familiar Instruments Mod [WIP]
« Reply #21 on: February 08, 2016, 02:40:46 pm »

I do like to create instrument parts created from other instrument parts. The basic reaction works, but the problem is the assembled instrument part does not list the sub-parts as improvement tokens like a finished instrument does. Should be "This is a pear wood large flue pipes. The large organ pipe resonator is made from pear wood. The large organ pipe labium is made ... etc." And ideally the finished organ lists all parts and sub-parts.

Sizes and value are placeholders so far.

Spoiler: item instrument (click to show/hide)

I tried to amend the reaction in various different ways, like [IMPROVEMENT:100:tool:INSTRUMENT_PIECE:LARGE_RESONATOR:GET_MATERIAL_FROM_REAGENT:large resonator:NONE] or [IMPROVEMENT:100:tool:ORGAN_PIPE_RESONATOR_LARGE:LARGE_RESONATOR:GET_MATERIAL_FROM_REAGENT:large resonator:NONE]. But none of them seemed to work. Any ideas what's wrong or if that can be done at all?

Spoiler: reaction instrument (click to show/hide)
« Last Edit: February 08, 2016, 02:55:15 pm by Urist McGoombaBrother »
Logged

RoaryStar

  • Bay Watcher
  • Skilled Programmer
    • View Profile
Re: Familiar Instruments Mod [WIP] v0.0.4.1
« Reply #22 on: February 08, 2016, 03:57:00 pm »

Here's the first release.

We have the four orchestral strings and a link to DFFD for easy installing now.

I think I'll go with keyboard instruments next.
Logged

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: Familiar Instruments Mod [WIP] v0.0.4.1
« Reply #23 on: February 08, 2016, 04:06:14 pm »

This is just what I need for First Landing! Your work is greatly appreciated!

(I assume it is OK to bundle this in my mod? If not let me know...)
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

RoaryStar

  • Bay Watcher
  • Skilled Programmer
    • View Profile
Re: Familiar Instruments Mod [WIP] v0.0.4.1
« Reply #24 on: February 08, 2016, 04:24:15 pm »

This is just what I need for First Landing! Your work is greatly appreciated!

(I assume it is OK to bundle this in my mod? If not let me know...)

That's perfectly fine! :)

(though you might want to test it a bit first)
Logged

sv-esk

  • Bay Watcher
  • sorry for my bad english
    • View Profile
Re: Familiar Instruments Mod [WIP] v0.0.4.1
« Reply #25 on: February 08, 2016, 11:17:26 pm »

Code: (errorlog.txt) [Select]
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity instrument token: ITEM_INSTRUMENT_CELLO
Unrecognized entity tool token: PART_CELLO_BODY
Unrecognized entity tool token: PART_CELLO_NECK
Unrecognized entity tool token: PART_CELLO_BOW
Unrecognized entity tool token: PART_CELLO_OTHER
Unrecognized entity tool token: PART_CELLO_STRINGS 
Checkout errorlog before releasing.
It is VIOLONCELLO in the item_instrument_violoncello.txt, not CELLO
----------
Elves will make metal strings from wood, just like any other normally metal object. Weird thing. Not as weird as divine cloth bayan bags though(game will not check material availability for civ. It will pick up random given type(divine cloths are [THREAD_PLANT_MAT]) material).
----------
[SIZE:14820] - this token means volume in ml. Double bass is roughly 115*50*15 = 86250 at least, I think. It is bigger than human(~70000). I dont think this value excludes air inside - vanilla generated [SIZE:19000] stringed instruments are "mid-size hand-held"
« Last Edit: February 09, 2016, 12:53:53 am by sv-esk »
Logged

RoaryStar

  • Bay Watcher
  • Skilled Programmer
    • View Profile
Re: Familiar Instruments Mod [WIP] v0.0.4.1
« Reply #26 on: February 09, 2016, 02:21:31 pm »

Code: (errorlog.txt) [Select]
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity instrument token: ITEM_INSTRUMENT_CELLO
Unrecognized entity tool token: PART_CELLO_BODY
Unrecognized entity tool token: PART_CELLO_NECK
Unrecognized entity tool token: PART_CELLO_BOW
Unrecognized entity tool token: PART_CELLO_OTHER
Unrecognized entity tool token: PART_CELLO_STRINGS 
Checkout errorlog before releasing.
It is VIOLONCELLO in the item_instrument_violoncello.txt, not CELLO
----------
Elves will make metal strings from wood, just like any other normally metal object. Weird thing. Not as weird as divine cloth bayan bags though(game will not check material availability for civ. It will pick up random given type(divine cloths are [THREAD_PLANT_MAT]) material).
----------
[SIZE:14820] - this token means volume in ml. Double bass is roughly 115*50*15 = 86250 at least, I think. It is bigger than human(~70000). I dont think this value excludes air inside - vanilla generated [SIZE:19000] stringed instruments are "mid-size hand-held"

The errors will be fixed ASAP.
I guess wooden strings would work.
The game multiplies size by density, which gives weight; if we include the air inside as volume, they wouldn't be able to carry it.
« Last Edit: February 09, 2016, 02:31:11 pm by RoaryStar »
Logged

swampwater

  • Bay Watcher
  • needs alcohol to get through the working day
    • View Profile
Re: Familiar Instruments Mod [WIP] v0.0.4.2
« Reply #27 on: February 09, 2016, 03:21:26 pm »

thanks a lot for this- something i'm pretty sure anybody who's tried to get a music industry going in their fort has wished for! i hope you don't mind i started trying to fill out the rest of the orchestra, as it were... i'm just impatient to have this fleshed out enough to get rid of the generated monstrosities for good!

instrument_item_shawm.txt
Spoiler (click to show/hide)
reaction_instrument_shawm.txt
Spoiler (click to show/hide)
entity.txt
Spoiler (click to show/hide)

item_instrument_clarinet.txt
Spoiler (click to show/hide)
reaction_instrument_clarinet.txt
Spoiler (click to show/hide)
entity.txt
Spoiler (click to show/hide)
Logged

Urist McGoombaBrother

  • Bay Watcher
  • Trust the plump helmet! ♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠
    • View Profile
Re: Familiar Instruments Mod [WIP]
« Reply #28 on: February 09, 2016, 04:04:14 pm »

I do like to create instrument parts created from other instrument parts. The basic reaction works, but the problem is the assembled instrument part does not list the sub-parts as improvement tokens like a finished instrument does. Should be "This is a pear wood large flue pipes. The large organ pipe resonator is made from pear wood. The large organ pipe labium is made ... etc." And ideally the finished organ lists all parts and sub-parts.

Sizes and value are placeholders so far.

Spoiler: item instrument (click to show/hide)

I tried to amend the reaction in various different ways, like [IMPROVEMENT:100:tool:INSTRUMENT_PIECE:LARGE_RESONATOR:GET_MATERIAL_FROM_REAGENT:large resonator:NONE] or [IMPROVEMENT:100:tool:ORGAN_PIPE_RESONATOR_LARGE:LARGE_RESONATOR:GET_MATERIAL_FROM_REAGENT:large resonator:NONE]. But none of them seemed to work. Any ideas what's wrong or if that can be done at all?

Spoiler: reaction instrument (click to show/hide)

Ideas anyone?  :-\

Also within the Menu building, there is Instruments listed for bigger stationary instruments. How do I define the instrument, so it is used as such building? Can I even alter the size of the instrument, so it uses up more space like 2x3 instead of 1x1?

thanks a lot for this- something i'm pretty sure anybody who's tried to get a music industry going in their fort has wished for! i hope you don't mind i started trying to fill out the rest of the orchestra, as it were... i'm just impatient to have this fleshed out enough to get rid of the generated monstrosities for good!

The ocarina is done as well, just in case you would like to use it for this mod. (raws in this posting: http://www.bay12forums.com/smf/index.php?topic=155972.msg6793282#msg6793282).
« Last Edit: February 09, 2016, 04:08:57 pm by Urist McGoombaBrother »
Logged

Urist McGoombaBrother

  • Bay Watcher
  • Trust the plump helmet! ♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠
    • View Profile
Re: Familiar Instruments Mod [WIP] v0.0.4.2
« Reply #29 on: February 14, 2016, 02:11:06 am »

Finished the organ. Building an organ was always a huge undertaking, so it is in Dwarf Fortress. It consists of not less than 10 main parts, created from 30 sub parts, created from 125 raw materials. Many different materials like wood, metal, stone, glass, bone and even leather, mechansims and pipe sections can be used or are even required in some cases. For easier reference I added in-game information about all the required ingredients to each of the 166 different reactions. Also all the instrument parts and sub-parts have a custom description.

When there is a musician around, please have a brief view on the values [VOLUME_mB], [SOUND_PRODUCTION], [PITCH_CHOICE], [TUNING], [PITCH_RANGE] and [REGISTER] of the main instrument defintion. I hope those make sense.

Spoiler: organ definition (click to show/hide)

Also when someone knows, how to define the organ as a stationary instrument available via the building menu, please let me know. Bonus, when you can tell me, if it can be made so it uses up more space e.g. 2x3 instead of standard 1x1.

I upped the complete raws including the ocarina here: http://dffd.bay12games.com/file.php?id=11772
Pages: 1 [2] 3