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Author Topic: Generated RAWs from World.dat  (Read 3371 times)

zilpin

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Generated RAWs from World.dat
« on: March 02, 2012, 05:10:49 pm »

All the exported raw tags from an example pocket world.
Approx. 50 of each procedurally generated creature type, curses, materials, etc.
All tags and strings are included, in the order found within the world.dat

Intended for modders who want examples of how DF makes were-beasts, titans, demons, vampires, night creatures, etc, etc.

DFFD Link.
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Eric Blank

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Re: Generated RAWs from World.dat
« Reply #1 on: March 02, 2012, 05:12:38 pm »

Thanks! I had forgotten how to extract the damn things and was afraid to have to ask again. Very helpful!
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zilpin

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Re: Generated RAWs from World.dat
« Reply #2 on: March 02, 2012, 05:32:24 pm »

Thanks! I had forgotten how to extract the damn things and was afraid to have to ask again. Very helpful!
Nothing to be afraid of.

1) Set [COMPRESSED_SAVES:NO] at the end of the init.txt
2) Generate world.
3) Open in any hex editor.  Strings are saved preceded with a 16 bit integer indicating their length.

Writing a program to extract the uncompressed tags is very easy, but I haven't bothered updating DFWorldTinker.
I just copied from my hex editor, and used a couple regular expression search-replaces to turn the integer lengths into carriage returns.
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Batmantis

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Re: Generated RAWs from World.dat
« Reply #3 on: March 02, 2012, 07:03:08 pm »

You are brilliant and this is exactly the sort of information I have been trawling the wiki for.
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narhiril

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Re: Generated RAWs from World.dat
« Reply #4 on: March 02, 2012, 07:13:48 pm »

You are brilliant and this is exactly the sort of information I have been trawling the wiki for.

Seconded.  Thanks a bunch.

Quietust

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Re: Generated RAWs from World.dat
« Reply #5 on: March 02, 2012, 07:15:48 pm »

1) Set [COMPRESSED_SAVES:NO] at the end of the init.txt
2) Generate world.
3) Open in any hex editor.  Strings are saved preceded with a 16 bit integer indicating their length.

Writing a program to extract the uncompressed tags is very easy, but I haven't bothered updating DFWorldTinker.
I just copied from my hex editor, and used a couple regular expression search-replaces to turn the integer lengths into carriage returns.

If you've got PHP, you can run this script to extract them from a fresh world or an active save, and it'll even work if it's compressed.
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Meph

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Re: Generated RAWs from World.dat
« Reply #6 on: March 02, 2012, 07:56:35 pm »

Big thanks from me as well :)
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Alexander86

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Re: Generated RAWs from World.dat
« Reply #7 on: March 02, 2012, 09:50:12 pm »

I look forward to seeing what you masters of the modding arts can do with this information.
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Lovechild

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Re: Generated RAWs from World.dat
« Reply #8 on: March 03, 2012, 06:17:14 am »

Thanks a lot, this will be very useful.
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jaxy15

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Re: Generated RAWs from World.dat
« Reply #9 on: March 03, 2012, 07:00:33 am »

..Did I just see a werehedgehog in there?

Reminds me of Sonic Unleashed.
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Di

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Re: Generated RAWs from World.dat
« Reply #10 on: March 03, 2012, 07:52:56 am »

That was educative, thank you very much.
But he who increases knowledge increases sorrow indeed. It doesn't matter how many types of vampires, necros or mummies you set all of them will be identical. All the mists and such will fall into three categories: do nothing/kill outright/transform into monsters whose only difference is name. Me sad.
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zilpin

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Re: Generated RAWs from World.dat
« Reply #11 on: March 06, 2012, 01:43:21 pm »

That was educative, thank you very much.
But he who increases knowledge increases sorrow indeed. It doesn't matter how many types of vampires, necros or mummies you set all of them will be identical. All the mists and such will fall into three categories: do nothing/kill outright/transform into monsters whose only difference is name. Me sad.

Ah, but you can create your own interactions, with whatever attached syndromes you like.
For example, a rain/mist which makes dwarfs stronger, or adds the swim innate tag.
Toady opened up a lot of possibilities.
I can't wait to see what Deon does in Genesis with these.
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fmunoz

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Re: Generated RAWs from World.dat
« Reply #12 on: March 06, 2012, 01:56:17 pm »

That was educative, thank you very much.
But he who increases knowledge increases sorrow indeed. It doesn't matter how many types of vampires, necros or mummies you set all of them will be identical. All the mists and such will fall into three categories: do nothing/kill outright/transform into monsters whose only difference is name. Me sad.
Not all monster transformation mists (and undead animations) are identical, some are better (faster) then others, mostly by the different values in
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0], [CE_SPEED_CHANGE:SPEED_PERC:20:START:0] or lack of it.
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