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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1196009 times)

TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9465 on: July 31, 2014, 06:46:26 pm »

Today was more my_trees updating. They are 80% done.
Spruce, teak, ebony, redcedar, giant sequoia... yellow birch, silver birch, goat willow, poplar, Linden/Lime, Balsa, Sallow, Antiaris, beech, satinwood, elm, aspen, yew (favorite longbow wood), cypress.
and Deon's fantasy trees: hangman tree, vallenwood(Dragonlance), faraway tree(Enid Blyton), golden oak
TODO update: baobab, black pine, blue fir, white willow, crystal fir, hairy palm, field maple, rowan, redwood

potential additions:  maybe cork oak (for wine bottle corks). Verawood, Iroko (African teak), oriental plane/chenar, American sycamore.
Stumbled onto a federal (USA) database of trees, http://www.fs.fed.us/database/feis/plants/tree/
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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: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9466 on: August 01, 2014, 10:30:05 pm »

Here's a fourth preview release... fully playable, 99% of gfx tile choices correct.
https://dl.dropboxusercontent.com/u/8967397/DF40_06_oldgen_ironhand_preview4.zip  oops 6am night typo, should be _05

Deon, any progress on converting the ascii preview3 to Phoebus?
Did 2 hours of trees improving today.
Still a few trees to go, also half the oldgen-only trees lack leaves ATM (focusing on size & biome & factoids).
OldGenesis-only foodplants need updating, so dorfs only pick their leaves/berries or something, leaving the plant/bush intact.

Some trees got updated to FAIRWOOD (value 2): field maple, fir aka noble fir.
Added Pignut HICKORY, since some IRL kitchen-cupboard shops well hickory cabinets! It is a relative of walnut. Fancy and nice.
Now OldGenesis has 33 trees more than vanilla!

Changed in d_init.txt that branches are '-' and twigs are 'l' and then in the tree-plants the leaves are tile 252, lovely low six-leaf plant. This way can see has leaves / doesn't have leaves by tile, instead of "twig tile is pretty leaves - brown, leaf tile is underlying tile colored green". Ofc players can change the init file lots, and mass-replace [GROWTH_PRINT:252:252:  leaves into other.

Conifer trees use a different leaves tile, green spiky grasslike. Yay.
Illithids got better speeds than 10kph.

Picture of a huge BLUE FIR with its spiky leaf tile, named elf starting spot. Surrounded by boring Persimmon fruit trees.
Spoiler (click to show/hide)
« Last Edit: August 01, 2014, 10:44:11 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

Deon

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9467 on: August 02, 2014, 12:12:04 pm »

I haven't started converting anything yet, I've just switched apartment and I still haven't got PC and internet access setup here. My ISP should be here on Monday/Tuesday and then I will be back :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9468 on: August 04, 2014, 12:40:30 pm »

Damn scaly animals producing <snake name> FATTY as leathers, once again. Pangolin, anaconda, kingsnake, monitor, bushmaster...
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
How do I fix it? With my [USE_MATERIAL_TEMPLATE:SCALE:THINSCALE_TEMPLATE] ?

ps. Played a fort. It grew to 20 dorfs (incl 3 kids). Then in the first winter, a WEREFOX / skilled goblin came and killed 10 unarmed dorfs. Maybe should have set them to squads (with wooden spears, 2 metal axes, 3 metal daggers) before any trouble arrived.
« Last Edit: August 04, 2014, 05:58:27 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

Deon

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9469 on: August 05, 2014, 03:30:23 am »

I would advise to make LEATHER_MATERIALS and LEATHER_TISSUES template with proper materials. The new Wanderer mod has that.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9470 on: August 05, 2014, 09:15:45 am »

Made the small scaly ones (and serpentfolk) to use [USE_MATERIAL_TEMPLATE:SCALE:THINSCALE_NOLEATHER_TEMPLATE]
and the large ones shall yield leather from their vanilla SCALE_TEMPLATE, removed their delete-leather-mat lines. Anaconda leather boots are go.

Now trying to have wayyyy less population numbers than 1000-20000 per civ, this might help with low FPS.
(7 dorf 4 ani 2x2 embark, shit 82-111 fps, was 400+ fps in older DF). See thread http://www.bay12forums.com/smf/index.php?topic=140314.0  tree leaves? flyer pathing? alive world?

Should I make crossbow and bow attacks slower than in vanilla? Crossbow bayonet perhaps 3:3 and bolt shooting 3:11?

Spoiler (click to show/hide)

Oh Deon, you apparently have useful stuff in Wanderer, like
Spoiler (click to show/hide)
I had to find it via googling, because someone said one needs to add DISCIPLINE to dorfs to make them fight like olden days.

- put DISCIPLINE to most INTELLIGENT creatures. Now to some likes_fighting fellows.... *20 minutes of click,paste, decide discipline amount*
---> removed: DF40_05_oldgen_ironhand_preview6_discipline.zip  next up .06
« Last Edit: August 05, 2014, 12:14:19 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: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9471 on: August 05, 2014, 11:15:23 am »

WTF, DF .06 is out and I saw nothing on Twitter / my forum threads.

Hmm, HOLLY sounds like a common tree, and OldGen doesn't have it yet. HOLLY is only "400 to 600 species" IRL, kinda like WILLOW.

Stumbled onto LAUREL, http://en.wikipedia.org/wiki/Bay_Laurel  it is used in cooking (bay leaf), and is
"Laurel forest, also called laurisilva or laurissilva, is a type of subtropical forest found in areas with high humidity and relatively stable, mild temperatures."
How do I combine NOT_FREEZING and not_tropical and not_swamp/marsh..

Adding the LOLBLOYO PINE, I mean LOBLOLLY PINE, it is second most common tree in USA. (southern yellow pine, called in shops) I'll call it Marsh Pine.

- a test fort... try VBO  gfx mode... WOHOO 365 FPS on 7 dorfs 2 animals start :) (small island, very short history) Way better than 125 FPS
bummer, down to 150 FPS after put dem stockpiles and workshops.


Edit: managed to make an image of OldGen custom trees' densities. (one wants lightweight BINS)
Spoiler (click to show/hide)
and then I moved all the fantasy trees to top of file and real-world conifers to bottom of file.

Reclaimed a computer-generated fort, and it died of "scorpions from caves killed two, then tantrums" while 7 dwarfs.
One test fort defeated two squads of Sylvans, and then an orc-goblin-demoness veryearlySIEGE appeared next to them on map edge. Total wipeout. (in world history the best demons slay dragons & colossi)

Thursday start: finished checking/adding the leaves and needles to mah trees! Later today port to ascii and then we're no longer in preview releases.
« Last Edit: August 07, 2014, 07:52:04 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: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9472 on: August 07, 2014, 10:21:46 am »

~  ~  ~  ~  ~ Behold! ~  ~  ~  ~  ~
.~. OldGenesis 40.06a is here! .~.


Ironhand version: https://dl.dropboxusercontent.com/u/8967397/DF40_06a_OldGen_Ironhand.zip
ASCII tiles version: https://dl.dropboxusercontent.com/u/8967397/DF40_06a_OldGen_ascii.zip
Note: The Ironhand init had [PRINT_MODE:ACCUM_BUFFER] but I put it back to "2D". VBO mode was poor on me. I got 1-step mousewheelzoom going.
Hope you don't mind my init files and a few added custom worldgen settings. (I hate night beasts pooping on my test adventurers, so zero of them)
Deon, would you like to share these on your DFFD account? It's still at least 85% your mod.



Introductory speech: "OldGenesis notes.txt":
_OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.
Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
TomiTapio updated this from 2012's DF to 40.0x during 2014-07-15 to 2014-08-07.
Spoiler (click to show/hide)

Tomi's todo notes, for internal use only:
Spoiler (click to show/hide)


Ironhand-to-ascii plant and tree tile conversion notes:
Spoiler (click to show/hide)

Have fun with wooden spears, rock mauls, leather bins, and bonfires!
Charcoal the cheap birch and pine; furniturify the oak, elm, yew, hickory, chestnut, ash, mahogany, maple, walnut, cherry!
« Last Edit: August 08, 2014, 09:02:52 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

Megaman_zx

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Oh god!!!! it's like a nostalgia epicness seizure!!!!   (the ironhand tileset was completely broken for me, but i love the fact that you're keeping old genesis alive!!!)
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

TomiTapio

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This is a chestnut barrel. It contains Goblin Adventurer Sweat [10].
Fuckkkk, you desert elves are HARDCORE.

Y'all want to see a 50-70 dorf reclaimed fort in action? Ironhand save: https://dl.dropboxusercontent.com/u/8967397/oldgen%20ironhand-bitolder%20region3.zip
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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

HooliganintheFort

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I.... Don't know what to say.
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Deon

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That's not a very helpful feedback, Hooligan :). Still, thanks for posting.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Because of http://www.museumfurniture.com/wood/
I promoted PEAR and ALMOND wood from cheap crap value 1 to fairwood value 2.

Because of http://www.woodworkingtalk.com/f2/peach-wood-good-furniture-1824/
PEACH gets fairwood status too. Bloody rare as furniture material IRL though.

Added four new fantasy plants on a whim. They're not useful at all, just world flavour.

rock salt gets bit tuned:
Spoiler (click to show/hide)
« Last Edit: August 11, 2014, 03:23:14 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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~~~-~ Time for OldGenesis 40.07a! ~-~~~
Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_07a_OldGen_Ironhand.zip
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_07a_OldGen_ascii.zip
   fixed cave vermin tiles & cave plants

Not much changes from .06, just copy your old .06 OldGen save over. (don't put .07 raws into your .06 save though, four new plants added)
Tuned the hostile civs' population numbers, don't want gazillion Scavengers and Kobolds and Demons. Maybe living in a CAVE site makes pop-numbers HIGH.
Hope you don't mind my init files and a few added custom worldgen settings. (I hate night beasts pooping on my test adventurers, so zero of them)
Deon, would you like to share these on your DFFD account? It's still at least 85% your mod.

---------------------------------------------

Blabla: morning test fort. Good FPS. Only garnierite nickel ore, good thing we brought iron bars. Defeat one elf squad, and one beastman squad. wooden spears in weapon trap only tear beastman skin and muscle, seems okay balanced. A forgotten beast python in the caves dueled a dread troll, both died or the FB was victorious.

Blabla monday: tuning the entities a little, to get more orcs and less centaur/kobold/scavenger. Start biomes. Wayyyy too many demons in the world, want to have like 4000 dorf 800 demon after 150 years of history.
Spoiler (click to show/hide)

Monday: trying an ascii fort. Oh dear, such ugly minerals, and a crap wall tile 182 on bat & firefly ` ... *fixes basalt & cobaltite*
Fixing them "1/2" and "1/4" symbol vermin and fish... Yen-symbol is sort of like lobster.

Roll a small world....
Spoiler (click to show/hide)
« Last Edit: August 11, 2014, 03:45:15 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

Megaman_zx

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so my ironhand graphics are super bugged, fixed it somehow (don't know how) downloaded the new version and it was broken again? is this happening to anyone else?
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson
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