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Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 167720 times)

TomiTapio

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Re: [47.01 embark crash version] OldGenesis mod, 44.12g Iron & Phoe
« Reply #240 on: January 30, 2020, 06:14:11 pm »

Crash hunting breakthrough! Fort mode embark works!
 ... if you delete every entity except those in entity_default.txt...
heck, I tested on 44.12g and not 47.01... too many folders.
« Last Edit: January 31, 2020, 09:19:04 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.01 embark crash] OldGenesis mod in progress
« Reply #241 on: January 31, 2020, 07:54:04 am »

- try: all entity away but default dwarf. Still crash on embark.
only sylvans: embark crash. Might be materials.
Spoiler (click to show/hide)
« Last Edit: February 08, 2020, 06:57:17 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.01 emba crash, remove dwarfcastes] OldGenesis mod in progress
« Reply #242 on: January 31, 2020, 09:05:13 am »

.
New published OldGenesis Ironhand 47.01b version, with a working zero-tools embark save. Dwarf castes are deleted and dwarf creature is mostly vanilla.
http://dffd.bay12games.com/file.php?id=14692


Playing a fort now in 47.01b. Seems to work fine. Dorf castes are missing, of course. Maybe an ASCII tiles release in a few days.
16 people have downloaded 47.01b, thanks everyone. Spent about 4 hours of updating to 47.01 so far.
« Last Edit: January 31, 2020, 07:08:26 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.01b mostly working] OldGenesis mod, you know it
« Reply #243 on: January 31, 2020, 07:08:04 pm »

47.01b Phoebus tiles version, includes a working embark save.
http://dffd.bay12games.com/file.php?id=14685
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Re: [47.01b mostly working] OldGenesis mod, you know it
« Reply #244 on: February 01, 2020, 02:58:39 pm »

TomiTapio. are you a human? :D I keep coming back and you always update it.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Re: [47.01b mostly working] OldGenesis mod, you know it
« Reply #245 on: February 01, 2020, 05:07:25 pm »

Heh, half an hour of fort mode is part of my morning routine :-oo
And it was nice to be the first modder to release a major mod after the Big Update.

*looks at Gaming Spreadsheet*
about 700-800 hours played of Dwarf Fortress, including modding time.
« Last Edit: February 01, 2020, 05:18:42 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.01b mostly working] OldGenesis mod, you know it
« Reply #246 on: February 02, 2020, 09:13:13 pm »

Okay, other modders have been testing as well, and

EDIT: Switched back to my original two-caste testing creature.  I gave them NATURAL_SKILL:FORGE_WEAPON:2 and FORGE_ARMOR - got a crash upon hitting embark.  Took it back out and was able to embark without problems.  As best I can tell, this is what's triggering the crash.

EDIT 2: Added natural smithing skill to vanilla dwarves, with no other changes to creature or entity.  Crash on embark.

we may have found the embark-crash bug.

Spoiler (click to show/hide)
« Last Edit: February 02, 2020, 09:39:45 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.01 embarkcrash is naturalskill tag] OldGenesis mod, you know it
« Reply #247 on: February 03, 2020, 10:35:29 am »

.
OldGenesis 44.12g ASCII is released, the January 2020 version.

http://dffd.bay12games.com/file.php?id=14720
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.01 embarkcrash is naturalskill tag] OldGenesis mod, you know it
« Reply #248 on: February 03, 2020, 04:30:40 pm »

.
---- OldGenesis mod ASCII version 47.01b is here ----

and it includes a 120 years old "CUSTOM MEDIUM REGION, DRY" world save.

http://dffd.bay12games.com/file.php?id=14722

If your CPU is slower than average, try generating a world that has no cavern layer 1 2 or 3 and using a 2x2 size fort embark size.
A "nocaves" worldgen preset like my "SMALLREG NOCAVES".


ps. suggestions are welcome, especially "use tile XXX instead of tile YYY", in all three versions.
pps. we can add more adventurer-soundmessages. Don't know to which creatures, there are too many.
Spoiler (click to show/hide)

ppps. Dwarf Therapist memory layout 47.01 experimental at http://www.bay12forums.com/smf/index.php?topic=168411.720
Yet another "death by red frog". It's like a 12kg toothless piglet shaking you twenty times until you die.

gamelog snippets: umber hulk plus "tearing".
Spoiler (click to show/hide)
« Last Edit: February 05, 2020, 06:16:46 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.01 embarkcrash is naturalskill tag] OldGenesis mod, you know it
« Reply #249 on: February 05, 2020, 01:18:54 pm »

Agh, new embark crash discovered. Retire a fort, then try to embark elsewhere: crash on pressing embark... (at least in my Phoebus 47.01 installation)
Can anyone duplicate crash?

edit: hmm, my phoebus is a little behind my ironhand. Should copy changes over.
edit2: finally a worldgen gave me some reclaimable mountain halls.
« Last Edit: February 06, 2020, 07:14:49 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.01 embarkcrash is naturalskill tag] OldGenesis mod, you know it
« Reply #250 on: February 07, 2020, 07:46:52 am »

´
47.02a Phoebus tiles, fresh from the oven!
http://dffd.bay12games.com/file.php?id=14746
.
Code: [Select]
2020-02-07: OldGenesis version 47.02a.
- 47.02 vanilla: dwarves now have tag [MINING_UNDERWORLD_DISASTERS]. animal person legless got petting interaction.
- latest executable has not fixed the "embark crash if certain NATURAL_SKILL".

- allowed demon civ to dig too deep.
  (lazy goblins and scavengers will not dig too deep. Centaurs and beastmen never dig. Keeper humans and elves won't dig deep.)
- illithids' slaves can dig too deep.
- nords can dig too deep, being stubborn.

- fewer barkstrips leather from the correct trees. Were too plentiful.
- sphene changed to a gem (instead of stone).
- black bear attacks, through clothes it only "tears the fat"... third bite, finger, tears wrist artery. Made the bite and scratch a little faster. "bear fury"
- red frog bites bruising lungs and heart?? Seems wrong. Oh, it was 12 kg. Halved to 6 kg size now.
- d_init.txt: temple and guild hall requests: changed from 10 and 25 folk to 8 and 22 folk thresholds.
- kangaroo embark value doubled, it's like a deer.
- oh, we already have a dungeon master dorf graphics tile.
- beaver bite boosted.
- dwarf castes: dutifulness changes. Shroomer high assertiveness. Jade low dutifulness.


Yay 47.02 is out! Copy overwritingly the main executable, and "data/index" file and you're set.
*copies changes over* *tries to embark on a naturalskills-having world* *crash*
- latest executable has not fixed the "embark crash if certain NATURAL_SKILL".

Major bug fixes
Spoiler (click to show/hide)

ps. argh 53 fps on 7 dwarves, reclaim fort first 3 months.
« Last Edit: February 07, 2020, 06:58:56 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.02 Phoe is released] OldGenesis mod, barkstrips/fur/suede/leather/hide
« Reply #251 on: February 08, 2020, 06:56:50 pm »

Dwarf Fortress humanoids: they refuse to crawl six meters to the food and beer, to save their life. When they're leg-crippled and in the hospital, dying of thirst.

Hm, I'm not uploading a 47.02 ascii or ironhand today, think I'll put a few new creatures in first. Tomorrow.
« Last Edit: February 09, 2020, 01:01:09 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.02 Phoe is released] OldGenesis mod, barkstrips/fur/suede/leather/hide
« Reply #252 on: February 09, 2020, 12:39:54 pm »

OldGenesis 47.02b War Edition: The Wrath of the Ironhand Tileset: The Reckoning. Is out now.
http://dffd.bay12games.com/file.php?id=14769

OldGenesis 47.02b War Edition: The ANSIvalence of the Sea: Revengeance of the Cursor. Is out now. (ASCII tiles, world included)
http://dffd.bay12games.com/file.php?id=14770

Ironhand and ASCII War Edition: orcs and dusk elves are angry now!
Spoiler (click to show/hide)
« Last Edit: February 10, 2020, 07:09:49 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.02] OldGenesis mod -- alcohol tiers, barkstrips/fur/suede/leather/hide
« Reply #253 on: February 11, 2020, 10:00:30 am »

"Duci Mil", weaponsmith: assigned to Dungeon Master position because skill "novice schemer". That's the new espionage responsibility.



Today outdoors-only zero-digging fort... 3x2 size, much trees. 275 fps with 7 dorfs.
argh huge tantrum spiral. At least we don't have miasma. Got 10 1x1 size rooms(need to build roof cos outside).

Spoiler (click to show/hide)
« Last Edit: February 12, 2020, 10:31:23 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [47.02] OldGenesis mod -- alcohol tiers, barkstrips/fur/suede/leather/hide
« Reply #254 on: February 14, 2020, 06:49:18 am »

Adding a few new reactions.

Code: [Select]
[REACTION:FURNITURE_FROM_BEST_ROCK] best stone wood into furniture: 2020-02
[NAME:furniture f best rock]
[BUILDING:GRINDER:NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE] [REACTION_CLASS:CARVE_SMOOTH]

[PRODUCT:16:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:16:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:CABINET:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:COFFIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:WEAPONRACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
sum 100. No bookcase or slab.
[SKILL:MASONRY]
[DESCRIPTION:From finest stones: beds, thrones, tables, cabinets, coffers, coffins, armor stand, weapon rack.]

[REACTION:FURNITURE_FROM_ANY_ROCK]
[NAME:furniture f any rock]
[BUILDING:GRINDER:NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE] --WORTHLESS_STONE_ONLY] want ore ones too.

[PRODUCT:16:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:16:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:17:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:CABINET:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:COFFIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:WEAPONRACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
sum 100. No bookcase or slab.
[SKILL:MASONRY]
[DESCRIPTION:From any stones: beds, thrones, tables, cabinets, coffers, coffins, armor stand, weapon rack.]

[REACTION:MAKE_CLAY_TOYS] Feb 2020
[NAME:make clay toys]
[BUILDING:KILN:CUSTOM_T]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]  [HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:2:1:TOY:ITEM_TOY_SHAMANRING:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]  inspired from source shape, rare
[PRODUCT:6:1:TOY:ITEM_TOY_BOAT:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:9:1:TOY:ITEM_TOY_AXE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_HAMMER:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_MINIFORGE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_CHESSBOARD:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_GO_BOARD:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:8:1:TOY:ITEM_TOY_MASK_GOLEM:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_CUP:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:8:1:TOY:ITEM_TOY_WAGON:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_SPINNING_TOP:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_ARCHITECTSET:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[PRODUCT:6:1:TOY:ITEM_TOY_MASK_ANIMAL:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]

Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884
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