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Futur developement

More tilesets. (Cla, JollyBastion, Vherid)
More optional modifications. (a slippery slope)
More utilities. (I wouldnt even know which ones)
More standardization (even less rocks/gems/stuff)
More bugfixes (whatever is left)
More balancing (for example include Modest Bodies with better joints)
Something else, I let you know in the comments.

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Author Topic: <<<Accelerated DF and Modest Mod>>> - V1.1 now with GUI, 2 versions, 3 tilesets.  (Read 113534 times)

thistleknot

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Empty buckets custom reaction is a good bug fix u were contemplating.

BTW did u fix leather helms? I believe they were missing and they have diff coverage than caps.

I do like the modest mod options too such as faster combat skills. Would be nice to see check boxes for them
« Last Edit: April 10, 2013, 03:52:13 am by thistleknot »
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Intrinsic

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Nice one Meph i'll have to give it a shot.

I still use Temp even with this mod :)

And i noticed thistleknow's post since i was writing mine, i also actually remember seeing a coverage problem of some item as i was looking through the raws to work out the best uniform for my military i can't remember exactly what item though.
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Ucarty

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How does Embark Everywhere increase FPS?
And even if it does, how does it not change gameplay. Wouldn't you say the way you play and the things you're able to do depend greatly on where you embark?

I'm just wondering because I was trying to figure out if adding some of the things you put in your remakes of LNP should be in LNP by default or not.

But also simply because you advertised it as leaving the gameplay exactly what it is both here and in the LNP thread. Which if it doesn't, would make you a bad bad boy.
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Meph

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How does assigning labors to children, seeing cursed dwarves in the Therapist, mass-designations with quickfort, or the bugfixes/balancing from the Modest Mod not affect gameplay...or improve FPS if you want to ask like that. No one forces you to run embark everywhere... its like dfhack. People want it included, even if you can do things like digv and reveal and killrace with it. Doesnt mean that you have to. I honestly dont see your point. ^^
« Last Edit: April 10, 2013, 09:32:52 am by Meph »
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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 :::
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TolyK

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I approve.
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daveralph1234

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Setting TrueType to false when installing graphics sets the value in the init file to 24 rather than FALSE, this stops DFInit program from working.
« Last Edit: April 10, 2013, 10:59:35 am by daveralph1234 »
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Meph

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This button? I just tested it, its just YES/NO. Its a boolean in the code, it cant even write strings. How did you get a 24 into the init?



Edit: Oh, and please: Which mod are you talking about, and what exactly did you do, which tileset?
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::: ☼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 :::

daveralph1234

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Edit: Oh, and please: Which mod are you talking about, and what exactly did you do, which tileset?
Trying to install ASCII graphics using modest version.

Yannanth

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« Reply #203 on: April 10, 2013, 10:44:32 am »

.
« Last Edit: November 21, 2016, 04:43:51 pm by Yannanth »
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Meph

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Ah, now I know what you mean. [TRUETYPE:24] is actually the default ASCII setting. Just download vanilla and have a look. Its nothing the GUI does, it only replaces the current init with the init included in the ASCII version. thats where the 24 comes from. I can change it to YES in the next release. :)

Lucas would never include this in the LNP, its a heavily modded version of DF. But as far as I am concerned it is open source. The raws are open for everyone to see, and the code is literally a copy of the LNP source code. I only replaced the logo and some names, and added the 4 decorative buildings. I can release the source code for this GUI as well, but like I said, its the same as the LNP.

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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 :::

daveralph1234

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I think the ASCII init file is a bit off, a lot of the tiles seem to be messed up.

daveralph1234

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DFInit also complains about not loading the different track tiles, is that normal? (it still works for everything else)

After using DFInit to change settings, the Accelerated interface isn't updated to reflect the changes.

Also the modest accelerated RAWs don't contain any soil other than sand, clay and siliceous ooze, is this intentional?

Meph

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The ascii init file is the original init file from the vanilla download. The init doesnt even have tiles, so I dont know what you are talking about.

dfinit is a utility I included, I didnt write it. I cant change it. Please report the bugs here, in the dfinit editor thread. http://www.bay12forums.com/smf/index.php?topic=58797.0

The interface loads when it starts, or when you press CTRL+L, or go to the top left, File=> Re-Load Parameter Sets, exactly like the LNP GUI does.

Yes, thats intentional, as described in both the release post and the manual.
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::: ☼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 :::

daveralph1234

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I think the ASCII init file is a bit off, a lot of the tiles seem to be messed up.
Sorry, just realized this was due to something I messed up on my end.

Ucarty

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How does assigning labors to children, seeing cursed dwarves in the Therapist, mass-designations with quickfort, or the bugfixes/balancing from the Modest Mod not affect gameplay...or improve FPS if you want to ask like that. No one forces you to run embark everywhere... its like dfhack. People want it included, even if you can do things like digv and reveal and killrace with it. Doesnt mean that you have to. I honestly dont see your point. ^^

Very simply it comes down to the following. Adding options a newbie will soon want I'm all for. Think of the options DTherapist gives like seeing cursed dwarves or the balancing/fixes Modest Mod provides.
Turning these things on by default, or "patching" the gamefolder I'm strongly against. If you get into the game as a newbie nothing in my opinion is more frustrating then thinking you're playing Dwarf Fortress and finding out someone decided that they knew what changes there needed to be made to the game for you to easily play it.

I played for a while, tracking down every skulking vampire in my fortress the hard way (checking all relationships with deities), then I got bored doing it, hoped Toady would realise theres a ridiculous amount of vampires in the game and would change it some day, and then I elected to enable the option in DTherapist to show them. I also maybe could've installed a "less vampires mod" but the point is I made the conscious choice to change the way I play the game regarding vampires. If you take this choice for me and just change the game thats fine, but you're no longer just providing helpful tools, you're providing a modded version of the game. As far as I know LNP is not a mod, Accelerated DF is not (supposed to be) a mod, and Accelerated mod is a mod.

There's a list of reason why I think you shouldn't provide newbies with a modded version of a game right of the bat, but I'm sure you can think of most of them yourself. Especially if you ask yourself, would I have wanted Dwarf Fortress to work this way when I first played it.
In the case of DF although I don't like the principle, maybe mod some things right from the start to make it "playable". I don't think thats the things the modest mod includes, even if I think modest mod simply makes DF better. But it is things like accelerated df, fps death should really not exist, graphics tileset, etc. Just things that make the game playable for a newbie. They can always dig deeper ( ;] ) and go ASCII if they want.

tl;dr
When making a newbie pack, give them the option to play DF (almost) vanilla. Then offer them a shitload of options to make the game more enjoyable.
I think we're very much on the same line you even said "Doesnt mean that you have to." The issue really is, when are you telling newbies "Yes, you really have to have this modification"
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