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Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 166569 times)

Nightcore Angel

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"I dont quite understand, why isnt there a 43.05 with 64bit?"
- Because the 32bit and 64 bit have the same raws and graphics folders. If you are unable to copy the raws and init-settings over, don't use 64-bit DF OldGenesis, use the 32-bit "works on every pc" version.
- Because I don't want to upload SIX versions (32bit x three gfx sets, 64bit x three gfx sets)
Ahahaha ok, thx Tomi, its just that my compy is a potato, and i rely on 64bit structure to run games properly, especially forts with 40+ pop
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burchalka

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Just posting to keepalive the topic.
Yesterday started a fort in tropical marsh biome with 2 layer aquifer.
Spent entire evening following aquifer piercing instruction on dfwiki. Screwed it up a little (got an up/down stair instead of a ramp constructed - hence can't use as source tile for pump). Will consider draining it off the map some day to prettify this.
I got 10 each of the special stones (ilmenite, bauxite, orthoclase, selenite) - now thinking of best use for them. Please advice.

The only steel dwarf out of ~30 population will be the beginning of this forts military.

Next thing is to try and speed-run for magma using this method...
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TomiTapio

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Maintainer / modder of OldGenesis is still alive, that is me. Waiting for next DF release and then I'll do 4-6 hours of modding/updating.

One can drop me a message on Twitter to get my attention: https://twitter.com/Tomi_Tapio
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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

squamous

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So in the phoebus version, I noticed a lot of sprite sheets detailing both drow and dark dwarves. Is there a possibility of them being made playable or added as civs in the future? I also tried looking in the raws/objects folder to see if I could make them a playable adventure race, but was unable to find them.

EDIT: also, it seems that animal people and demons have no tiles at all, for phoebus at least.
« Last Edit: February 12, 2017, 04:19:45 pm by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
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Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

TomiTapio

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Is there a possibility of them being made playable or added as civs in the future?
If you remove [SITE_CONTROLLABLE] from dwarves' entity/civilization (who are ENTITY:MOUNTAIN), you can put
[SITE_CONTROLLABLE] to any entity you like. Might get some reactions/workshops/nobles not working, cos it requires fine-tuning.


Here's a fun challenge: play a cult of dwarves Who Never Dig. Heretics, doing stuff from wood. OldGenesis has wooden spears and wooden clubs.
Bonus from having 3x3 zero tunnels: MUCH FASTER game-ticks per second! Very easy pathing for pathing algorithm.
Fun bonus: grass-fires are awful serious problem when you have flat 3x3 and no tunnels.
« Last Edit: February 25, 2017, 06:57:33 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

malistaticy

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Is there any specific reason why DFHack doesn't work for old genesis?
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"Honestly, I have no idea how that got there"

TomiTapio

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I think DFHack should work on OldGenesis, since we have the same executable and same memory locations. Got different nobles and weapons and castes.
Dwarf Therapist works. But OldGenesis has been designed to not rely on DFhack. Is anyone using DFhack with OG?
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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

malistaticy

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The closest ive gotten is copying the raws and data folder over a fresh 64-bit DF copy and using the dfhack beta, but it crashes when getting in game. world gen is fine, curiosly
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TomiTapio

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Have y'all tried a no-mining, surface-only "heretic fort"? OldGenesis has better leather armors, wooden clubs, stone-tipped wooden bolts for crossbows... AND crossbows have an "inbuilt bayonet", a stab-with-crossbow that is comparable to an okay dagger.
Also: no-mining, no-tunnels fort has more frames-per-second than regular forts!

I have tried to optimize the prettiness of various stone types seen in caves, in both Phoebus and Ironhand versions. I like mining. Then there are the new marbles and granites I added.

The closest ive gotten is copying the raws and data folder over a fresh 64-bit DF copy and using the dfhack beta, but it crashes when getting in game. world gen is fine, curiosly
If you copy-paste raws on top of other raws, everything breaks. Gotta delete the unwanted raws first.

« Last Edit: April 30, 2017, 02:34:36 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

hurpfry

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I think DFHack should work on OldGenesis, since we have the same executable and same memory locations. Got different nobles and weapons and castes.
Dwarf Therapist works. But OldGenesis has been designed to not rely on DFhack. Is anyone using DFhack with OG?
I'm trying tog et it working but the SDL.dll from dfhack seems incompatible with OG
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TomiTapio

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Aw man, Dark Dwarf tribals in the caves, slaughtering Deep Ones, making corpses & refuse... my citizens want to go CLEAN UP down there.




How to embed a Dropbox image file here in the forums: append ?raw=1 to created link.
Code: [Select]
[img]https://www.dropbox.com/s/e5x8q5t84ylx2fv/DF%20%20%20%20DLmLigeX0AArORy.jpg?raw=1[/img]
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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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OldGenesis 44.02 is coming soon, got some more graphics-tile-choosing to do, then testing,
then WinMerge the changes from Ironhand version to Phoebus and ascii versions.

Not that terribly many changes in the raws, mostly add MAMMAL and POISONOUS classes to creatures.
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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: [44.02] OldGenesis Mod - the spirit of vanilla - Phoebus & Ironhand gfx
« Reply #57 on: December 16, 2017, 07:10:31 am »

drumroll
~-~ Merry blood-red OldGenesis 0.44.02 update is here  ~-~

Latest version is on DFFD now:
http://dffd.bay12games.com/who.php?id=1538

2017-12-16: updated to 0.44.02
Spoiler (click to show/hide)
Thanks to all 760+ dwarfanatics who downloaded the previous version!
« Last Edit: December 20, 2017, 04:35:21 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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got a minor inspiration, and the 44.03 (X weeks from now) will have:
Spoiler (click to show/hide)
« Last Edit: December 20, 2017, 04:34:35 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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Here's OldGenesis 44.02a with ASCII tiles,
and it includes the things mentioned in the above post.

http://dffd.bay12games.com/file.php?id=13328

It's called OldGenesis because it continued Genesis 3.xx (2010-2012) when master Deon started Genesis 4.
and because googling for Genesis gets you the wrong things. Here's an example link to ancient DF 0.31.25 Gen 3: http://dffd.bay12games.com/file.php?id=3391
« Last Edit: December 20, 2017, 04:32:04 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
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