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Author Topic: Dwarf Fortress Mod Creation Kit *get the first view of the program*  (Read 34440 times)

Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #60 on: March 07, 2012, 01:00:16 am »

Thanks Putnam, I'll take you on on that offer some other time.

===

Right now I've got a different problem. Not something people can help me with I fear.

I seem to have fucked up my own program, it won't preview-run anymore which means I've made an error somewhere.

Don't worry I've got tons of backups that do work and at most I'll lose 2 days worth of work.

Just letting people know it might take longer then expected since I'll probably have to fix this before I can start to code.

Oh the joys of computers.  ;D

EDIT: Here's the wxglade file for anyone who wants to see for them self.
http://dffd.wimbli.com/file.php?id=5804
« Last Edit: March 07, 2012, 01:08:18 am by Vandala »
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Trapezohedron

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #61 on: March 07, 2012, 01:03:02 am »

I'm pretty sure it's a single annoying typo lodged somewhere in the code, hidden in the dark, damp recesses where the eyes of men cannot see.

D:
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Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #62 on: March 07, 2012, 01:12:36 am »

I'm pretty sure it's a single annoying typo lodged somewhere in the code, hidden in the dark, damp recesses where the eyes of men cannot see.

D:
I suspected that but after checking EVERY SINGLE ONE, I think it's something else, even worse.

I suspect I'm not allowed to name multiple events with the same name. Which I've bin doing, for all of them. But that's the thing, the program never spoke up about it, and before when I did it with another naming thing I did get warnings about just that.

This is not going to be fun.

EDIT: Well, just discovered that, that is indeed a problem. But not the one I'm having, it's something else... And now I have no clue what it could be anymore.
EDIT: Also just found out that what you mentioned isn't possible... This is getting weird.
« Last Edit: March 07, 2012, 01:19:31 am by Vandala »
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Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #63 on: March 07, 2012, 02:23:36 pm »

Got some news, don't know if it's good or bad.

Bin tinkering some more and the error message I'm getting is changing.

So either I'm going into the right direction or the wrong one. I have no idea which one. But at least it's something.
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gimli

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #64 on: March 07, 2012, 04:01:33 pm »

Wow, this looks like an awesome project. I mean even noobs like me will be able to create mods soon? :D
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Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #65 on: March 07, 2012, 07:16:43 pm »

Probably not soon.

Still can't solve the problem even after re-editing all previous edits. Not sure what is going on here but I'll find it eventually.
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gimli

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #66 on: March 08, 2012, 08:28:43 am »

Probably not soon.

Still can't solve the problem even after re-editing all previous edits. Not sure what is going on here but I'll find it eventually.

Perhaps some experienced coders like Baughn could help in it...:)
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toryoom

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Re: Dwarf Fortress Mod Creation Kit *under construction* -opinions needed-
« Reply #67 on: March 08, 2012, 10:37:29 am »

If it is complete and not too hazardous in GUI, it might be a good tool to use.

But building it means understanding every tags and possibilities, plus knowing how to make GUI that are intuitive, complete, and still not having too much informations at once.

Quite a challenge, but good luck.

...In other words, nothing like the outlook Toady himself implements now (and likely forever).
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Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #68 on: March 09, 2012, 02:23:44 pm »

Problem found, problem solved.

Coding will begin today. Actually right now, bye.
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Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #69 on: March 09, 2012, 05:50:28 pm »

http://dffd.wimbli.com/file.php?id=5831
(dwarf fortress parser, a very limited parser written in python, it's bad, don't use it, just posting it here laughs or something)

A little thing my friend made tonight. (I just sat there and copied his work)

We are still just figuring stuff out, testing the water as you say, but it's fun to do.

I am beginning to understand why nobody has done something like this just yet. Man it's going to be a lot of work.

Luckily we where at least able to understand what I did wrong with the GUI, turns out you aren't allowed to start event handlers with numbers. (stupid program, grrr! could have just told me so from the start but noooo, it wants to see me struggle, bastard!)

Anyway, next I'll be cleaning up a lot of things I did wrong in wxglade before I go further into coding, that will be helping me a lot and save me tons of time down the road.
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Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #70 on: March 09, 2012, 11:58:29 pm »

I've got another question.

Does anyone know the maximum/minimum numbers you can put into to following creature tokens? If there is no such limit then please consider what you want the limits to be, because currently I have to put something there.

MENT_ATT_CAP_PERC
Cap %

MENT_ATT_RATES
cost to improve
unused counter rate
rust counter rate
demotion counter rate

PHYS_ATT_CAP_PERC
Cap %

PHYS_ATT_RATES
cost to improve
unused counter rate
rust counter rate
demotion counter rate
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Trapezohedron

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #71 on: March 10, 2012, 12:31:22 am »

I think PHYS/MENT_ATT_RATES doesn't have a cap. Setting the learning rates to 1000 makes them learn 10x (not really sure) as fast. Setting it to 0 means you'll never learn skills. Of course, I'm talking about the first part of the tag, so yeah.

Not really sure what to recommend as a limit... 5000 might be a bit too low for cheaters. :P
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Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #72 on: March 10, 2012, 02:41:32 am »

Perhaps somebody could calculate how much is needed to get a maximum experience score with but a single action? That would definably be enough right?.

Actual it would be nice if we had the exact numbers, does anyone have those? What does dwarf therapist say on this? I do believe that program kept track of ability scores and such.
« Last Edit: March 10, 2012, 02:43:59 am by Vandala »
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Putnam

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #73 on: March 10, 2012, 02:52:54 am »

The obvious max limit is 2^32-1, since I believe that that is the hard limit.

Vandala

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Re: Dwarf Fortress Mod Creation Kit *under construction* -HELP/INFO needed-
« Reply #74 on: March 10, 2012, 03:03:23 pm »

The obvious max limit is 2^32-1, since I believe that that is the hard limit.
Cool, but how do I do this ^ symbol? I never use it.

Is this correct?
4 294 967 295

Is this true only for all numbers in dwarf fortress? (except for stuff like attributes who have a max of 5000 right?)
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