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Author Topic: Re: Modding Utility: RCFC v2.01.00  (Read 13731 times)

Caldfir

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Re: Modding Utility: RCFC v2.01.00
« on: April 14, 2012, 02:41:47 am »

DOWNLOAD LINK
github page

Well, it has been a little more than 2 years since I last looked at this program, and almost 3 since the last official update, but here we are now at version 2.0!

This is the first release of the new&improved raw-file-checker (legacy version).  The 2.0 release is based on an all-new parsing engine that is faster, less prone to errors, and has a much smaller memory footprint (no more hanging on the LANGUAGE files :)).

The main feature is the formatter/checker which parses DF raw-files from the working/in directory, logs any problems in the .log file, and places cleanly-formatted output in the working/out directory.  This utility is useful for identifying poorly-formed raw-files (which DF frequently doesn't report), and generally cleaning mods for deployment. 

The only other utility available at the moment is the raw organizer, which redistributes raw entries based on templates in the working/target directory.  The "template" files are lists of values to be placed in the corresponding file in working/out.  Any entries from the working/in directory which are not found in the provided templates are collected in working/garbage.  This utility is useful for keeping mods in-sync with updates to vanilla DF, or cherry-picking features from a collection of mods (again, without relying on a specific version). 

-- happy modding
« Last Edit: April 09, 2017, 01:04:34 am by Caldfir »
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Deon

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Re: Modding Utility: RCFC
« Reply #1 on: April 14, 2012, 06:03:20 am »

I've yet to check it, but the information you gave me on my mods using this utility alone was very useful, so I am sure it will be my another very favourite tool :). Thank you very much!
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Putnam

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Re: Modding Utility: RCFC
« Reply #2 on: April 14, 2012, 05:27:26 pm »

Let's see here:

Code: [Select]
unrecognized tag: GENERAL_MATERIAL_FORCE_MULTIPLIER in/creature_saiyan.txt 630
That shouldn't be an unrecognized tag.

Code: [Select]
unrecognized tag: ALLOWED_CLASS in/entity_frieza.txt 170
Nor should that.

Code: [Select]
unrecognized tag: THREAD in/plant_dragonball.txt 19
unrecognized tag: MATERIAL_VALUE in/plant_dragonball.txt 20

Or these...

It also doesn't recognize APP_MOD_IMPORTANCE.

EDIT: some more:

Code: [Select]
unrecognized tag: TL_COLOR_MODIFIER in/creature_scp_foundation.txt 249
unrecognized tag: TLCM_NOUN in/creature_scp_foundation.txt 250
unrecognized tag: TLCM_TIMING in/creature_scp_foundation.txt 251
unrecognized tag: REJECTED_CLASS in/entity_scp_foundation.txt 304

Also, my files look absolutely horrible when put through the formatter, but when I paste it here, it looks like this:

Code: [Select]
creature_scp_682
[OBJECT:CREATURE]
[CREATURE:HARD_TO_DESTROY_REPTILE]
[DESCRIPTION:A hard-to-destroy reptile. It can also tear you apart.]
[NAME:SCP 682:SCP 682s:SCP 682]
[CREATURE_TILE:'L']
[COLOR:2:0:1]
[PETVALUE:100000]
[PET_EXOTIC]
[TRAPAVOID]
[DIFFICULTY:5000]
[CARNIVORE]
[OPPOSED_TO_LIFE]
[MEGABEAST]
[BIOME:NOT_FREEZING]
[PREFSTRING:hard-to-destroy nature]
[BODY:SCP682:TEETH_SPECIAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[NOBREATHE]
[NOEMOTION]
[SPEED:200]
[NOEXERT]
[NOSTUN]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[INTELLIGENT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:5000000]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:20]
[NATURAL_SKILL:MELEE_COMBAT:20]
[NATURAL_SKILL:BITE:20]
[NATURAL_SKILL:DODGING:20]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:BODYPART:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[DIURNAL]
[SWIMS_INNATE]
[SWIM_SPEED:2500]
[CASTE:ONE]
[CAN_DO_INTERACTION:682_REGENERATE_ONE]
[CDI:ADV_NAME:regenerate]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:regenerate:has fully regenerated]
[CDI:WAIT_PERIOD:10000]
[CASTE:TWO]
[CAN_DO_INTERACTION:682_REGENERATE_TWO]
[CDI:ADV_NAME:regenerate]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:regenerate:has fully regenerated]
[CDI:WAIT_PERIOD:10000]
[SELECT_CASTE:ALL]
[NO_GENDER]
[CASTE_NAME:SCP-682:SCP-682s:SCP-682]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

Should I just not use notepad???
« Last Edit: April 14, 2012, 05:38:47 pm by Putnam »
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Deon

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Re: Modding Utility: RCFC
« Reply #3 on: April 14, 2012, 07:03:26 pm »

Use notepad++. Notepad is horrible.
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Meph

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Re: Modding Utility: RCFC
« Reply #4 on: April 14, 2012, 07:10:19 pm »

Aha, here it is. Ignore the requst for a link I asked you for then :) Will try it out. Did the genesis metatags not throw this off as well ?
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Caldfir

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Re: Modding Utility: RCFC
« Reply #5 on: April 14, 2012, 08:39:56 pm »

Let's see here:

Code: [Select]
unrecognized tag: GENERAL_MATERIAL_FORCE_MULTIPLIER in/creature_saiyan.txt 630
That shouldn't be an unrecognized tag.

Code: [Select]
unrecognized tag: ALLOWED_CLASS in/entity_frieza.txt 170
Nor should that.

...

Yeah, the tags are all manually input into the files in /Paramaters/, and it is probably I missed some.  I'll continue running this on various modding projects, but if it misses something that you know is right, just post about it here and it will be added into the next version. 

Notepad doesn't recognize the newline character, only the return character.  Use Notepad++ :)

Aha, here it is. Ignore the requst for a link I asked you for then :) Will try it out. Did the genesis metatags not throw this off as well ?
I posted when I released this in the masterwork thread :P.  The metatags don't screw it up, but it assumes that the header tags arent there, so it complains about every line following them.
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Deon

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Re: Modding Utility: RCFC
« Reply #6 on: April 15, 2012, 05:11:43 am »

1) It does not recognize the token CE.
2) It seems like it reads the first like of the file as "line 0" instead of "line 1" (all my errors are shifted by 1 line regarding the output).
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Deon

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Re: Modding Utility: RCFC
« Reply #7 on: April 15, 2012, 05:27:59 am »

Wow, I cannot believe my mod is that clean, I've got only a few minor errors which cave from CE, CANNOT_UNDEAD and some material value within material syndrome definitions.

This is a very helpful tool, thank you!
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Deon

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Re: Modding Utility: RCFC
« Reply #8 on: April 15, 2012, 02:20:15 pm »

I don't think your utility spots reagents with the same name. Example:
Code: [Select]
[REACTION:TINKER_CRAFT_POWERFIST_IRON]
[NAME:craft iron powerfist]
[BUILDING:TINKER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:IRON]
[REAGENT:A:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_POWERFIST:INORGANIC:IRON]
[SKILL:CUTGEM]

It would be nice if it spotted these problems :).
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Caldfir

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Re: Modding Utility: RCFC
« Reply #9 on: April 16, 2012, 08:09:35 pm »

Yeah, at the moment it's just checking the tag names (first argument) for consistency.  Once I get a few tings handled (like better error logging) I'll start working on argument checking. 

Just updated the DFFD file with updated paramaters - was missing quite a few building material tags, and had a bunch of creature-level tags that were also being accepted on the caste-level which I removed. 
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Caldfir

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Re: Modding Utility: RCFC (v1.20: now with tag filters!)
« Reply #10 on: April 25, 2012, 03:50:18 am »

Alright, I just added the ability to filter on tags.  Pretty straightforward.  Open "raw bifurcator.jar", type a tag form, and your resulting output files will all get split based on the specified tag. 

As an illustration, I filtered creature files on the tag [APPLY_CREATURE_VARIATION:ANIMAL_PERSON].  What I get out is two copies of every input file, one with all the creatures which use this, and one with all the creatures that do not (so this is reasonably effective as a filter on the animal people).  Here's some example output for this query:
Spoiler (click to show/hide)

I'm finding it helpful with my own modding.  Hopefully someone else will as well. 
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Caldfir

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Re: Modding Utility: RCFC (v1.30: now with graphics esport for stonesense!)
« Reply #11 on: March 05, 2013, 10:37:21 am »

As you might be aware, I've been doing quite a bit of work on stonesense lately.  While I have been making a noble effort to get graphics support for as much as possible at the highest resolution possible, the challenge of producing unique artwork for all the creatures in dwarf fortress is a fairly enormous task. 

Since stonesense now supports multiple sprite resolutions, it is simple enough to convert existing dwarf fortress graphics sets for use in stonesense, but it still takes quite a bit of time, so I have revisited this project and come up with a new tool to help with this: the dwarf fortress-to-stonesense graphics pack converter.
Spoiler: example (click to show/hide)

While perhaps not as detailed as other sprites available, this should have the benefit of helping fill-in-the-gaps where current graphics don't exist, provide straightforward porting of graphics used by many mods (which would otherwise not be displayed by stonesense), as well as providing new options for graphical display. 

Currently this should mostly work as-is, with support for non-power-of-2 sprite sizes in stonesense upcoming (thanks Japa!).  For now though, only power-of-2 square sprite sizes work (8x8, 16x16, 32x32 etc). 
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Putnam

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Re: Modding Utility: RCFC (v1.30: now with graphics export for stonesense!)
« Reply #12 on: March 05, 2013, 06:54:06 pm »

that's nice

Heimdall86

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Re: Modding Utility: RCFC (v1.30: now with graphics export for stonesense!)
« Reply #13 on: March 06, 2013, 02:52:46 am »

Installed the java runtime but still having a hard time running the .jar files themselves unfortunately. Which specific java application should i be using to run these. (javaws,javaw,java,javacpl)
Sorry for being noobish. I keep getting "Server could not find or load main class raw ssense. Any chance you could explain this to me like I'm 10 how to convert masterwork mod files into stonesense.
« Last Edit: March 06, 2013, 03:31:16 am by Heimdall86 »
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Meph

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Re: Modding Utility: RCFC (v1.30: now with graphics export for stonesense!)
« Reply #14 on: March 06, 2013, 03:39:26 am »

Here you go, all xml files needed to port Masterwork sprites into stonesense.

http://www.mediafire.com/?72s28pp5qcgxut4
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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