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Author Topic: GemSet v1.41 [42.04]  (Read 345936 times)

LeoCean

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #150 on: May 26, 2015, 03:45:57 pm »

Spoiler: Damn that's long (click to show/hide)

I'm 99.99xx% sure that editing [tile:##] has absolutely no conflict with any save. As long as you don't add new [ ] there should be no conflicts. Those that add new things and actually touch and mess up the order of the existing raws make it hard to have any compatibility anyways so why worry about those mods, let those guys mess with that.

I'm pretty sure there's no conflict switching between phoebus/ironhand/obsisidan/spacefox (I've done it before but not extensively, but I've seen Quil18 switch between spacefox and phoebus) if they are running on the same version with the starterpack and even your pack should still have no compatibility issues. None of them add anything "new" or shouldn't, the only problem I could see if some have a sprite for gelder while some don't, but graphics folder stuff may not cause issues. 

There's another thread in the tileset section that has touched on engravings in floors and possibly walls, it should be the same thread you got your tree stump from. Unless you actually created it but it looks 100% identical to the one I'm talking about but that doesn't matter.

I haven't played 40.24 much so I don't have a save that has much in it so my circus has no magical holes of glowing wonder. Those are still in the storage boxes.

Anyways what's the wall override for wood or is there no difference there? Cause having a different wall for wood and stone/ metal would be pretty cool.
« Last Edit: May 26, 2015, 03:54:53 pm by LeoCean »
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #151 on: May 26, 2015, 03:55:01 pm »

Well, correct me if I'm wrong, but wouldn't changing the [TILE:XX] require some sort of patcher if you want an existing save to have the proper tiles for GemSet stone? If you created a mod that added more content onto the end of inorganic_stone_xxx.txt, you wouldn't be able to just paste in GemSet raws unless the modder put all of the content in new .txt files.

Or is that how people commonly do things?

Also, sorry. No material-specific overrides other than soil, grass, stone, minerals, constructions, HFS features, ice, trees, caps and lava (obsidian?)
« Last Edit: May 26, 2015, 04:08:44 pm by DragonDePlatino »
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LeoCean

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #152 on: May 26, 2015, 04:20:23 pm »

I'd let them worry about that honestly. ;D

If they add things to the end of the raws then they are thinking about compatibility (somewhat) but adding stuff within the existing stuff and messing up the order requires quite a good patcher to sort that stuff. I've no idea how good the mod patcher within the starter pack is.

I imagine people actually modify within unless they care enough to create other files for it. Which would be the better way to go about it as there's really no down side to it (Unless it's masterwork scale, then there's no way around it). Most mods I've seen have modified within but I don't really download many so I can't answer that. Also people would add mods ontop of gemset and not gemset on top of mods wouldn't they? And people who use mods should at least be a little handy in dealing with the problems that can arise from those issues.

You really shouldn't bother to worry about mod compatibility, what you are doing is something they will work around if they are interested in what you are doing. It's just a few files anyways. Anyways BAMM! requires users have python 3 installed, which I imagine not everyone which uses gemset would bother to do.
« Last Edit: May 26, 2015, 04:24:24 pm by LeoCean »
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #153 on: May 26, 2015, 05:00:01 pm »

Well, that's just the thing. I don't want to shift any burden to the modders. Right now, you can just copy/paste everything into your DF folder and it'll install nice and easy. If you try installing it over a mod, it won't override anything. But if I included edited raw folders with vanilla content and changed [TILE:XX] values, people would try to paste them into a mod and it would override the mod content.

Ugh, I'm so out of the loop about all of these patchers. Don't a majority of players use the LNP? And Masterwork? Would they be able to easily patch all of this stuff? What if people installed mods to these programs? I've finished a few dozen overrides by now and up next is SoilWall, so it's do or die now.
« Last Edit: May 26, 2015, 05:01:38 pm by DragonDePlatino »
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PeridexisErrant

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #154 on: May 26, 2015, 06:48:26 pm »

Anyone using PyLNP will be fine - it's at least as good as any diff tool, so changed raws are fine.  We can even switch raw-affecting graphics packs on modded saves, which I'm pretty proud of :D   Most mod packages will likewise find a way around it, either by distributing various combinations or including their own install logic.  Other users will be used to installing graphics, and probably happy to for something this pretty.

So my advice is to make GemSet look as good as possible, and let us worry about the rest  ;)
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #155 on: May 26, 2015, 06:56:35 pm »

YUS!

Good-looking rocks, plants and workshops, here I come!

(I'll make sure to document any changes while I'm at it)

Meph

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #156 on: May 27, 2015, 01:02:55 am »

I agree on what has been said. Changing tilenumbers still allows you to drag&drop your tileset raws into vanilla, and if people do mod, it's their responsibility. Many mods dont even touch vanilla files, instead add new files.

Adding just 1 item would mess up all the item overrides though.

For seeing the HFS: Try dfhack, "reveal all" or "reveal hell". Why do you need a savegame for that?
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #157 on: May 27, 2015, 01:29:27 am »

Thanks! There's some HFS-related stuff I've overwritten and I need to make sure I've targeted the right ASCII tiles. I'm going to be overwriting everything, remember? :P

Also, tile overrides are going very smoothly. I went through and did some tweaks to the raws so soils are much more neatly organized now. I've got 4 unique tiles for topsoils, sands, clays and the ocean floor so now you can see at a glance what can be used for the glass and ceramic industries. Here's everything I've overwritten so far:

Spoiler (click to show/hide)
« Last Edit: May 27, 2015, 01:32:59 am by DragonDePlatino »
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Klisz

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #158 on: May 27, 2015, 01:35:41 am »

PTW; I generally prefer just ASCII character sets without any creature graphics or TWBT overrides, but this is really nice.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #159 on: May 27, 2015, 01:52:50 am »

Ohhh, and even if you don't like graphics, there will still be something in it for you! Theoretically, I could create a separate version of GemSet with no creature graphics and all of the overrides replaced with ASCII characters. You won't get any of the new graphics, but you'll get some contrast fixes for the ground tiles and some neat features like the aforementioned soil categories. I'm editing the raws with ASCII in mind so if you take away the tile overrides, everything still makes visual sense.

Meph

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #160 on: May 27, 2015, 03:05:52 am »

Quote
soils are much more neatly organized now.
As in: You changed the order they appear in the raw file? If the answer is yes, you have to realize that updating for future DF releases will be a lot harder. I'd keep everything in order, just changing tile numbers.
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Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #161 on: May 27, 2015, 04:20:25 am »

Yeah, that's what I did with my own little mod, there is something to be said for being able to drop the new files in without changing the old ones, but I tried to keep everything in the vanilla order so there wouldn't be problems later on.

Mixing up some of the orders has appeals for sure but it can be a pain to keep track of.


Ohhh, I think you mean you just sorted the DISPLAY tile more sensibly rather than reorganized the inorganic_soil.txt right?
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #162 on: May 27, 2015, 09:17:13 am »

If installation scripts check certain lines and columns, I can understand how that would be a problem. Thankfully, I've only changed the values of some tokens and haven't moved any around. I'm also documenting everything in a format like this:

Spoiler (click to show/hide)

However, if someone would like to me to format this differently so it can be read by an installation script, I can do that by request.

Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #163 on: May 27, 2015, 12:32:58 pm »

I can't imagine that causing any problems.
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Button

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #164 on: May 27, 2015, 12:49:00 pm »

If installation scripts check certain lines and columns, I can understand how that would be a problem. Thankfully, I've only changed the values of some tokens and haven't moved any around. I'm also documenting everything in a format like this:

Spoiler (click to show/hide)

However, if someone would like to me to format this differently so it can be read by an installation script, I can do that by request.

BAMM! will interpret this as you wanting to remove the DISPLAY_COLOR, ITEM_SYMBOL, BUILD_COLOR and BASIC_COLOR tags from these soils. If you want any of those to stick around - and you probably want at least BUILD_COLOR, BASIC_COLOR and ITEM_SYMBOL for the clays - you probably want to include those too.

However, BAMM! is totally cool with you re-ordering the objects, as long as the file name stays the same.
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