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Author Topic: [MOD] Language Unlocked v1.3 (An effort to complete the dictionary)  (Read 9670 times)

Moogie

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Welcome to Language Unlocked! v1.3
For 34.01 - 34.11


This is a successor/update to Khym Chanur's excellent Language/Engravings Tweaked mod, incorporating his new words and dictionary tweaks alongside my own (with permission). The idea is to give the RNG much more freedom to pick new and interesting combinations of words, without losing the vanilla feel or ending up with ridiculous nonsense combinations.

The focus of this mod is the completion of the vanilla dictionary - filling in missing adjectives and verbs where appropriate. Several options are on offer to suit individual tastes, and there's also a "no extras" version of all three which do not include the new words if you don't want them.

For best grammatical correctness, I recommend picking "No Rear Adverbs or Adjectives".


CHANGELOG:
1.3 (5th June) - Added a "Full - translated" option, for those who want all language files to use plain English
1.2 (12th March) - Some plural issues and blanks fixed, and several duplicate tags removed
1.1 (6th March) - Some ridiculous errors fixed
1.0 (5th March) - First release


Features
  • 22 new words, added by Khym:
    -abomination, alloy, altar, blasphemer, blasphemy, bless,
    -clay, defile, desecrate, eldritch, engraving, forge, glass, haunting,
    -lever, magma, oily, ore, stalactite, rune, vein, undead
  • 6 new words, added by me:
    -mount, skeleton, prosperity, sweetbread, raid, structure
  • 443 missing adjectives and nouns added
  • 206 missing verb sets added
  • 255 tagless words given appropriate tags, so they can now be used by the RNG
  • Thousands of tags added across almost all words (sensibly), vastly diversifying their usage
  • No plurals placed in front compound positions i.e. words like "Fishesdike" are out, but "Dikefishes" is still ok
  • Meaningless plurals removed (like "heavinesses", "righteousnesses" and "silkinesses")
  • Missing plurals added (like "practices", "medicines" and "honors")
  • STANDARD_VERB tag added to all verbs lacking them

And fixes the following bugs:
  • These words had no entries: Summer, Mightiness. Added appropriate nouns, adjectives, and tags.



Options

Full
28 new lore-appropriate words, all words possible in almost all combinations. Re-adds the 'Untoward' words that were removed in 34.**.

No Rear Adverbs
Same as the above, except adverbs restricted from rear compound positions. So for example, it won't generate words like "magicianmysterious", but it can do "mysteriousmagician".

No Rear Adverbs or Adjectives
Same as above, but restricts certain adjectives from rear compound positions as well. So for example, no "horseprincely", but "princelyhorse" is OK.



Download
http://dffd.wimbli.com/file.php?id=5780


Installation
1. Back up your old files first
2. Unzip the archive somewhere
3. Decide which option best suits your needs
4. Copy the files into your DF\raw\objects directory (overwrite when asked).


Background
This project began several days ago, when I was searching around to see if anyone had done any real expansion of the language files. I love randomness, but after having played DF for a few years, there's very few combinations that truely suprise me anymore. Only one person (that I could find) had taken up the challenge: Khym Chanur. Khym's excellent Language/Engraving Tweaks (which can be found here are a fantastic start towards really opening up the possibilities in vanilla DF's dictionary, filling in many of the missing adjectives and adding a fair few new words into the mix. Sadly, those tweaks were made for the old version of the game, and so didn't work for 34.**.

So, I decided to take it upon myself to update it. I had originally planned to merge the changes and have Khym publish them as an update, but as I continued working, I found that there were still a lot of gaps left unplugged, and I wanted to make my own changes and additions in addition to Khym's. Gradually, I also started to question the usage restrictions of many of the words, and my "plugging the holes" effort became more about giving the RNG much more choice in its randomness. But I was conscious of the fact that too much randomness can just be... well, silly. :) I wanted to keep the vanilla feel, but at the same time, make tired old combinations like "abbeypaints the labored oils" much more uncommon.


Examples

Spoiler (click to show/hide)


Special thanks

A very big thankyou to Khym for supporting this effort, not only giving permission for his mod to be merged into this, but also for providing an excellent tool for creating new words for the race translation files. You, sir, are ace!

Also thanks to Blakmane and Steele for helping debug this with their very valuable reports!
« Last Edit: June 05, 2012, 04:08:16 am by Moogie »
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gabandre

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Re: [MOD] Language Unlocked v.1.0 (An effort to complete the dictionary)
« Reply #1 on: March 05, 2012, 12:26:44 pm »

looks nice, testing now
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Blakmane

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Re: [MOD] Language Unlocked v.1.0 (An effort to complete the dictionary)
« Reply #2 on: March 05, 2012, 01:13:01 pm »

I get a huge pile of errors when using this mod, in the full and full (no rear/adv adj) modes.

for the full with no rear/adv:

Spoiler (click to show/hide)

and for the full (beware: huge list!)

Spoiler (click to show/hide)


*edit*

I can confirm this happens in the full_noextras version as well. In all cases this produces unnamed people and locations in-game.
« Last Edit: March 05, 2012, 01:20:12 pm by Blakmane »
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Moogie

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Re: [MOD] Language Unlocked v.1.0 (An effort to complete the dictionary)
« Reply #3 on: March 05, 2012, 10:42:56 pm »

Wow, what a doozy! Thank you very much for the fully detailed report! A lot of those errors were due to me staying up WAY too late to get this finished. As a result, I had started making some utterly bizarre errors. What the hell, Me? xD

This time I've tested each version ingame (Legends mode), so they should be okay now. I'm not getting anything in my errorlog.txt. I would greatly appreciate it if you downloaded the fixed version, to see if anything else has slipped through the cracks. But fingers crossed, I think I got everything this time.
« Last Edit: March 05, 2012, 10:46:37 pm by Moogie »
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Vandala

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #4 on: March 05, 2012, 11:18:10 pm »

Impressive!

(Posting just to keep track of this.)
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Meph

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #5 on: March 06, 2012, 01:14:47 am »

Respect, that looks really nice. I will add it into my mod with your permission, maybe when it has been tested a bit more ;)

Do these work with tileset versions as well ? If the words have odd characters then they will appear as tiles, plants, trees, mushrooms, whatever instead of a letter.

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Rex_Nex

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #6 on: March 06, 2012, 03:26:50 am »

I am looking forward to this mod! After you iron out the wrinkles, this will be my first mod I have ever used. Little gameplay-unchanging tweaks like this are awesome.
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Vattic

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #7 on: March 06, 2012, 03:38:11 am »

Nice! I too will be adding this to my personal mod at some point.
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Moogie

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #8 on: March 06, 2012, 04:27:19 am »

Respect, that looks really nice. I will add it into my mod with your permission, maybe when it has been tested a bit more ;)

Do these work with tileset versions as well ? If the words have odd characters then they will appear as tiles, plants, trees, mushrooms, whatever instead of a letter.

The new words were generated based on pre-existing words of each language, using this algorithm. There are special characters in there, but nothing that does not already exist and are used in other vanilla words. This can be changed easily if need be.

And I'd be honored to have the mod included in Masterwork. I'm very happy that you like it!


Btw, if anyone has any input or opinions regarding the "No rear adv/adj" version, I'd love to hear them. Currently it doesn't restrict all adjectives from that position, just certain ones. You may notice in one of the example screenshots is a site called "Strategicwaxy". At the moment, anything ending in "ily" or "ely" is disallowed, but do you think I should expand this to disallow words like waxy too? I'm on the fence about it myself, so I'll go with whatever the majority thinks is best. Thanks!
« Last Edit: March 06, 2012, 04:52:31 am by Moogie »
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Blakmane

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #9 on: March 07, 2012, 04:19:56 am »

I tested the full versions, and didn't get any errors or missing text :-).

I'm currently using the full (no rear adv/adj) version. To be honest I think the change is pretty subtle - just removes some of the more nonsense names and makes the game a little fresher. Personally I have no problem with occasional nonsense like 'strategicwaxy': it's part of DF's charm, after all.
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Meph

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #10 on: March 09, 2012, 03:51:44 pm »

Is this still being worked on ?

Otherwise I will add the version as it is and see if it works with Phoebus tileset (since special characters are not supported with tilesets anymore)
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Moogie

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #11 on: March 10, 2012, 09:17:39 am »

Is this still being worked on ?

Otherwise I will add the version as it is and see if it works with Phoebus tileset (since special characters are not supported with tilesets anymore)

I'm thinking about making a stricter option of "No rear adj/adv" at some point in the future, but the mod is currently feature-complete if you wish to add it to Masterwork.

The only special characters used are ones found in the vanilla words list, so unless tileset mods routinely edit the language files to remove these characters, it should be okay. They can be easily edited out if needed; let me know if this is necessary and I'll reupload the mod with only standard characters used.
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Meph

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #12 on: March 10, 2012, 01:49:52 pm »

I run phoebus tileset, I suspect that it might cause some problem. If you like to do it, sure, that would save me some work :) Otherwise I do it myself after testing.
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Steele

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #13 on: March 10, 2012, 06:09:49 pm »

I'm currently testing this out myself, and noticed a small problem.
The word "horror" is already included in the default language raws.

Edit: Found another problem.
In language_words.txt, the word "prosperity" has no plural form defined, resulting in blank spaces for translated names using it.
« Last Edit: March 11, 2012, 03:24:26 am by Steele »
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Moogie

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Re: [MOD] Language Unlocked v.1.1 (An effort to complete the dictionary)
« Reply #14 on: March 12, 2012, 01:19:40 pm »

Thank you! That lead me to 9 problematic words that required plural fixes. I think all the blanks should be fixed now. I know exactly how that plural issue occured- when I was removing 'silly' plurals, I forgot to remove their "PLUR" tags.

Version has been bumped, download is ready.

Regarding "horror", this is a typo on my part. Khym's files did add new subwords for that entry, but I made sure they were properly merged before the first release. I just forgot to edit it out of the changelist. :)

I run phoebus tileset, I suspect that it might cause some problem. If you like to do it, sure, that would save me some work :) Otherwise I do it myself after testing.

As I don't use Phoebus myself, I've based this mod on the vanilla language raws. As such, I think it may be easier for you to make the edits, otherwise I'd have to go through many thousands of words individually to pick out the ASCIIs. :) I'm sure you use Notepad++ or something similar, so it should be a simple case of merging phoebus' changes with the new words added from this mod.

If you do find it necessary to do this, I have a tip that will help: there's only two versions of the LANGUAGE_RACE files: one version for any option that includes the new words, and one version without the new words. So you'll only need to do it twice, then copy the files into the other options as necessary.
« Last Edit: March 12, 2012, 01:28:37 pm by Moogie »
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