Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Local Map Exporting Program  (Read 644 times)

infidelgkcn

  • Escaped Lunatic
    • View Profile
Local Map Exporting Program
« on: March 02, 2011, 10:36:04 am »

Is there any program that lets me export local maps -the ones we embark on and play the fortress mode on- without embarking? I tried search but couldn't find..
Logged

Cotes

  • Bay Watcher
    • View Profile
Re: Local Map Exporting Program
« Reply #1 on: March 02, 2011, 10:47:17 am »

You can just ctrl+alt+del to shut DF down without saving after you've embarked, if that's your issue.
« Last Edit: March 02, 2011, 10:49:25 am by Cotes »
Logged
Well if you remove the [MULTIPLE_LITTER_RARE] tag from dwarves I think they have like 2-4 children each time they give birth. And if you get enough mothers up on the pillars you can probably get a good waterfall going.
Ashes are technically fire-safe.

j0nas

  • Bay Watcher
    • View Profile
Re: Local Map Exporting Program
« Reply #2 on: March 02, 2011, 10:49:46 am »

I haven't tried this program out, but this sounds like the closest to what you want that I know of:

All I needed to manage a good fort was DwarfTherapist. I primarily used it for mass-assigning jobs on-the-fly.

I also use visualizers if I am intent on working on a megaproject (Bloodfist being my example). Japa's latest region visualizer makes finding a good site easier, just by looking at the geology of the location alone; although it's more an abstraction, and you'll have to embark at the site to be certain. One or two sites have been a bit deceptive, but the region visualizer was just showing what the embark screen would tell. Nonetheless, it doesn't mean I can't find an interesting site with it.

PerfectWorld is great for making custom worlds, either by generating something off a random generation, or a custom greyscale (Awesomeface world, for example; or Earth), it also helps for getting the nitty gritty details of a world perfect for an adventurer, or for embarking. DFHack I've primarily used DFReveal for breaching around aquifers, than through them, and then shutting off the reveal afterward once I hit deep enough stone and continue onward.
Logged

Starver

  • Bay Watcher
    • View Profile
Re: Local Map Exporting Program
« Reply #3 on: March 02, 2011, 11:02:13 am »

(edit: Regarding Ctrl-Alt-Del) That might depend on whether you have "Save on Embark" enabled, or seasonal/yearly saves if it actually takes that long to decide you want to start over.

I often make a copy of worldgen dir (prior to any playing at all) as "regionN_raw", just in case I want to have another go at the same site but shuffled over by a tile or so, or adventure/fortress in a parallel setup without my original fortressing/adventuring having affected things.  I don't often use it, but I know it's there if I want it.

(You should be able to recreate all significant terrain features by taking the various random seeds of your original worldgen that can be found in one place or another and explicitly using them in a new worldgen to get the same map and significantly similar (if not identical) in every other aspect of history, I think.  But that takes longer than making another copy.)

Maybe if I did a "diff" between raw and played worldgen saves I'd find that it'd actually be easier to 'revert', if there's a file for the player's delta (and if player-led historic events get irremovably integrated into the world history store, I could live with that if it's just a reversion to the original geography that I'm concerned about).  But I've never actually 'hacked' a save, merely given myself the aforementioned savescum option.
Logged

infidelgkcn

  • Escaped Lunatic
    • View Profile
Re: Local Map Exporting Program
« Reply #4 on: March 02, 2011, 11:13:34 am »

Thanks for the replies.. Regarding Ctrl-Alt-Delete, i want to map out all the world as Local Map, Ctrl-Alt-Delete would be too time consuming.. I think IsoWorld gives me what i want, sorta.. But gotta take a deep look at it, after eating :D

EDIT after eating: Well, it doesn't give the local map, it gives the world map with elevation and biome values visualized.. I guess i have to use the hard way :/
« Last Edit: March 02, 2011, 11:31:05 am by infidelgkcn »
Logged

Cotes

  • Bay Watcher
    • View Profile
Re: Local Map Exporting Program
« Reply #5 on: March 02, 2011, 11:53:26 am »

I'd recommend maxing out the default embark square size. It probably doesn't matter if it screws your FPS when you won't be actually playing the map. Still, it's going to take a long time. What on earth are you up to?
Logged
Well if you remove the [MULTIPLE_LITTER_RARE] tag from dwarves I think they have like 2-4 children each time they give birth. And if you get enough mothers up on the pillars you can probably get a good waterfall going.
Ashes are technically fire-safe.

infidelgkcn

  • Escaped Lunatic
    • View Profile
Re: Local Map Exporting Program
« Reply #6 on: March 02, 2011, 11:57:22 am »

Being lazy and postponing my project in my head.. Oh well, i will figure something out i guess :D
Logged

j0nas

  • Bay Watcher
    • View Profile
Re: Local Map Exporting Program
« Reply #7 on: March 02, 2011, 12:20:23 pm »

Probably a combination of approaches would be the best, use the application to find some likely candidates then examine them more closely with a real embark, making sure to make a backup of the world before anything else.  I often make a backup of my worlds before any embarks, just to be on the safe side.  Nothing is worse than finding that perfect embark spot, embarking and then realizing you forgot the anvil, axes or pickaxes or something else of equal importance, or to discover soon after starting to mine the ground that your immaculately planned out megaproject ends up foiled by the first cavern layer clipping one edge of the entire layout and that it would have been perfect had you moved everything over *just so*.  My OCD demands perfection!
Logged