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Which graphics set should the Modest Mod be uploaded in next?

Afro
- 1 (0.7%)
Duerer
- 8 (5.4%)
GemSet
- 14 (9.5%)
Ironhand
- 29 (19.6%)
Jolly Bastion
- 5 (3.4%)
Mayday
- 15 (10.1%)
Obsidian
- 17 (11.5%)
Spacefox
- 35 (23.6%)
Wanderlust
- 11 (7.4%)
Other (please specify)
- 13 (8.8%)

Total Members Voted: 148


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Author Topic: Modest Mod v0.42.06-1  (Read 153479 times)

Romeofalling

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Re: Modest Mod v0.40.24-2a
« Reply #195 on: December 06, 2015, 06:14:12 pm »

PTW, mostly.

I'm just starting to look at mods, and I'm curious why you need to specify different versions for different graphic packs.
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Dirst

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Re: Modest Mod v0.40.24-2a
« Reply #196 on: December 07, 2015, 10:15:57 am »

PTW, mostly.

I'm just starting to look at mods, and I'm curious why you need to specify different versions for different graphic packs.
Some graphics packs alter the raws to make more efficient use of the 256 available tiles (or to change which stones share tiles for organizational purposes).  Button is providing pre-mangled raws so that individual players don't need to worry about the low-level details.

Edit: typo.
« Last Edit: December 07, 2015, 11:31:10 am by Dirst »
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Button

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Re: Modest Mod v0.40.24-2a
« Reply #197 on: December 07, 2015, 11:23:04 am »

I think I saw a different mod (some version of Genesis?) do that by having a couple different leather templates- there was your ho-hum regular leather, but megabeasts etc. produced stronger and more valuable "tough leather".

Yeah, that's how it'd have to be done.

I'm just starting to look at mods, and I'm curious why you need to specify different versions for different graphic packs.

Some graphical information is stored in the raw files - most notably all plant graphics, all rock graphics, all vermin graphics, some workshop graphics, most tool graphics, and most color information. Exception: the newest, TWBT-dependent graphics packs replace even these, but they still need raw changes to be able to distinguish between e.g. wheat and papyrus.

Another thing a lot of graphics sets like to do is remove diacritics from the words in the language files to free those symbols up for closer representations of their other uses. For example, ö is used for minecarts and wheelbarrows, but also appears in a number of words. If you don't replace ö with o in the language files, you're limited to graphics for minecarts and wheelbarrows that look enough like 'ö' that names still look like names, and not strings of characters with a minecart in.

I do have a utility for applying all graphical information to a set of raws without destroying any mod-only information - which you can find in my signature, if you're willing to check out the code and run it unpackaged - but it's not polished enough to expect any old Joe to use it yet. I do use it to create the Modest Mod's graphics versions, but a) I don't need directions since I wrote it; b) I don't need a GUI; and c) I want to be able to doublecheck the results before publishing.
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I used to work on Modest Mod and Plant Fixes.

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Romeofalling

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Re: Modest Mod v0.40.24-2a
« Reply #198 on: December 07, 2015, 12:55:04 pm »

I'm just starting to look at mods, and I'm curious why you need to specify different versions for different graphic packs.

Some graphical information is stored in the raw files - most notably all plant graphics, all rock graphics, all vermin graphics, some workshop graphics, most tool graphics, and most color information. Exception: the newest, TWBT-dependent graphics packs replace even these, but they still need raw changes to be able to distinguish between e.g. wheat and papyrus....

See, these are the things that prevent me from trying to make my own graphics packs. If it was just a matter of creating graphics, then no problem. But dealing with other people's code has never been my idea of a fun time.
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Button

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Re: Modest Mod v0.40.24-2a
« Reply #199 on: December 07, 2015, 01:56:52 pm »

I'm just starting to look at mods, and I'm curious why you need to specify different versions for different graphic packs.

Some graphical information is stored in the raw files - most notably all plant graphics, all rock graphics, all vermin graphics, some workshop graphics, most tool graphics, and most color information. Exception: the newest, TWBT-dependent graphics packs replace even these, but they still need raw changes to be able to distinguish between e.g. wheat and papyrus....

See, these are the things that prevent me from trying to make my own graphics packs. If it was just a matter of creating graphics, then no problem. But dealing with other people's code has never been my idea of a fun time.

Well, the graphics stuff in the raws are essentially 'pointers' to locations in the tileset. You only need to change them if you're hoping to make an entity hit a different tile than it would in vanilla. You could also use someone else's tileset layout/raws, and just replace their graphics with your own. For example, DragonDePlatino's GemSet raws have already been reused by other people making TWBT-based graphics packs.

If you're a great artist or see an unmet graphics-set need, just go ahead and make your graphics, and if they're impressive, someone else will help you with the mapping.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Rogue Yun

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Re: Modest Mod v0.40.24-2a
« Reply #200 on: December 07, 2015, 03:50:31 pm »

I'm just starting to look at mods, and I'm curious why you need to specify different versions for different graphic packs.

Some graphical information is stored in the raw files - most notably all plant graphics, all rock graphics, all vermin graphics, some workshop graphics, most tool graphics, and most color information. Exception: the newest, TWBT-dependent graphics packs replace even these, but they still need raw changes to be able to distinguish between e.g. wheat and papyrus....

See, these are the things that prevent me from trying to make my own graphics packs. If it was just a matter of creating graphics, then no problem. But dealing with other people's code has never been my idea of a fun time.

Well, the graphics stuff in the raws are essentially 'pointers' to locations in the tileset. You only need to change them if you're hoping to make an entity hit a different tile than it would in vanilla. You could also use someone else's tileset layout/raws, and just replace their graphics with your own. For example, DragonDePlatino's GemSet raws have already been reused by other people making TWBT-based graphics packs.

If you're a great artist or see an unmet graphics-set need, just go ahead and make your graphics, and if they're impressive, someone else will help you with the mapping.

I couldn't help getting in on this quote-boxing match. I'm no pro at making graphics sets, but I've done some before. I'll help ya' if you like. But if you are really good then I'm sure others more professional than myself will jump in to support ya' for sure.
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Romeofalling

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Re: Modest Mod v0.40.24-2a
« Reply #201 on: December 07, 2015, 04:11:53 pm »

I couldn't help getting in on this quote-boxing match. I'm no pro at making graphics sets, but I've done some before. I'll help ya' if you like. But if you are really good then I'm sure others more professional than myself will jump in to support ya' for sure.

Thanks! I sent you a PM.
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InsanityPrelude

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Re: Modest Mod v0.40.24-2a
« Reply #202 on: December 08, 2015, 12:52:11 am »

I severely underestimated the amount of time it would take to copy the MM changes over to the new raws. To be fair, I probably didn't do it the most efficient way for a lot of the creatures...

Anyway, I did it for myself to play with until the next official release but I figured I'd share in case other people wanted it too: DFFD link. Let me know if you want me to take it down, since none of it's actually my work.

This doesn't include the modules or Accelerated, since the only one I use is the pedestal building which doesn't need updating.

By the way, are hydra eggs supposed to be only size 2?
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Button

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Re: Modest Mod v0.40.24-2a
« Reply #203 on: December 08, 2015, 02:18:17 am »

I severely underestimated the amount of time it would take to copy the MM changes over to the new raws. To be fair, I probably didn't do it the most efficient way for a lot of the creatures...

You absolutely didn't. It was much easier to simply copy the 42.x changes into the 0.40.x Modest Mod. ;)

I've had the base mod working for a couple days now, but I figured I'd wait until I'd finished the Accelerated module, since it seems like most people prefer to use that.

I also have a surprise I'm cooking up for you lovelies.

Quote
Let me know if you want me to take it down, since none of it's actually my work.

Go ahead and leave it up. Hell, most of it's not my work either.

Quote
By the way, are hydra eggs supposed to be only size 2?

I probably just copy-pasted from something else. I'll take a look.
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Ysyua

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Re: Modest Mod v0.40.24-2a
« Reply #204 on: December 09, 2015, 12:30:15 am »

Bought a new fancy computer that runs DF like the monster it is. But I still miss the accelerated module for the new version. It makes so many menus and gameplay elements so much cleaner for me.

Just writing my appreciation. Many thanks to Button and everyone who's put work into MM and the accelerated modules!
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HellishINC

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Re: Modest Mod v0.40.24-2a
« Reply #205 on: December 10, 2015, 12:33:40 am »

I've had the base mod working for a couple days now, but I figured I'd wait until I'd finished the Accelerated module, since it seems like most people prefer to use that.

I also have a surprise I'm cooking up for you lovelies.

Any chance you could also include the mayday tileset? I can't play without accelerated these days.
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Button

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Re: Modest Mod v0.40.24-2a
« Reply #206 on: December 10, 2015, 10:53:40 am »

Any chance you could also include the mayday tileset? I can't play without accelerated these days.

At a glance, it doesn't look like there's an version of Mayday for 0.42.x yet. I'd prefer not to make graphics decisions for a tileset I don't use.

If there's a 0.42 release for Mayday by the time I release the Modest Mod, I'll try to remember to include it. :)
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I used to work on Modest Mod and Plant Fixes.

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HellishINC

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Re: Modest Mod v0.40.24-2a
« Reply #207 on: December 10, 2015, 01:37:10 pm »

Any chance you could also include the mayday tileset? I can't play without accelerated these days.

At a glance, it doesn't look like there's an version of Mayday for 0.42.x yet. I'd prefer not to make graphics decisions for a tileset I don't use.

If there's a 0.42 release for Mayday by the time I release the Modest Mod, I'll try to remember to include it. :)

PeridexisErrant's LNP has a working version for 42.x. Thanks for all your hard work!
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InsanityPrelude

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Re: Modest Mod v0.40.24-2a
« Reply #208 on: December 11, 2015, 03:32:49 pm »

I just realized the placeholder version I posted breaks parchment-making (since the vanilla reaction looks for a BODY_COMPONENT instead of a glob- tanning uses globs so that tanned scale didn't need to be a new template, right?) But I'm going to pull it when the official release goes up anyway. Just thought I'd give a heads-up.


Suggestion for the next one: [EDIBLE_COOKED] on the blood template so those barrels of blood the caravans keep bringing are actually good for something. Who's up for black pudding?
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Jerry The Hellbound

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Re: Modest Mod v0.40.24-2a
« Reply #209 on: December 12, 2015, 06:27:20 pm »

Probably a question asked by many on other places, but when will 42.02 version of this come out? (dat grammar...) really, need, it...
Jerry
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http://www.bay12forums.com/smf/index.php?topic=155455.0
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http://i.imgur.com/8x7aX7T.png
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