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Author Topic: Dwarf Fortress graphics repositories  (Read 101906 times)

Quiet-Sun

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Re: Dwarf Fortress graphics repositories
« Reply #90 on: February 03, 2016, 07:39:35 pm »

Quick Update.  I have encountered a limit in the amount of tiles you can load into DF.   I discovered it when I tried to load each creature with 5 tiles the majors with ~250 and each beastman race with 52.   I don't have exact numbers, but if I gradually remove professions from the beasmen the game finally works with about 35 tokens.  Has any of you heard of someone pushing the game to such a limit?
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burned

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Re: Dwarf Fortress graphics repositories
« Reply #91 on: February 03, 2016, 08:02:48 pm »

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Quiet-Sun

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Re: Dwarf Fortress graphics repositories
« Reply #92 on: February 03, 2016, 08:12:14 pm »

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Rydel

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Re: Dwarf Fortress graphics repositories
« Reply #93 on: February 03, 2016, 08:42:18 pm »

According the the wiki, this is a limit on the number of tiles per sheet.
Perhaps you could avoid this by separating the default and adventurer tiles into two separate sheets.
This would also allow you to drop the adventurer graphics entirely if a set doesn't define them.

Quiet-Sun

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Re: Dwarf Fortress graphics repositories
« Reply #94 on: February 04, 2016, 02:18:00 pm »

Guys, two quick questions: 

1. What defines a beastman (and by beastman I mean a species that can have professions)?    I'm assuming that everything that ends in "MAN]" or has the word "ELEMENTMAN", or is a "GORLAK" is a beastman.  Is this a good working assumption, will I miss something this way?

2. What is the difference between using "ADD_COLOR]" (like @Rydel in Rally-HO) and "ADD_COLOR:DEFAULT]" (like @CLA)?
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Rydel

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Re: Dwarf Fortress graphics repositories
« Reply #95 on: February 04, 2016, 02:28:55 pm »

:ADD_COLOR] is probably me making mistakes.

For having professions, I think it requires [CAN_LEARN] or [INTELLIGENT]


EDIT: Definitely a type - it looks like the error only exists for Kobolds, which aren't heavily tested - the full sheet's there since I'm working on porting the tileset for Masterwork.
« Last Edit: February 04, 2016, 02:32:17 pm by Rydel »
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burned

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Re: Dwarf Fortress graphics repositories
« Reply #96 on: February 04, 2016, 03:01:04 pm »

Blizzard man, Amethyst man, Blood man, Fire man, Gabbro man, Iron man, Magma man, Mud man end with "MAN," but are NOT considered animal people. Gorlak and Plump Helmet Man are exceptional animal people in that they are not based on animals.

There is a difference between tribal/legacy animal people and above-ground animal people (note: tribal/legacy animal people can be found aboveground). Currently, only a select few tribal/legacy animal people can join civs during w.g. and after. As for professions, see Button's previous response in this thread.
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Quiet-Sun

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Re: Dwarf Fortress graphics repositories
« Reply #97 on: February 04, 2016, 03:27:48 pm »

Thank you so much @burned and @Rydel

So, if I base my script solely on the raws.  Would you agree with the following definition statement?

creatures that need profession tile art are those containing the text: ":ANIMAL_PERSON]",  " [INTELLIGENT]" , &/or "[CAN_LEARN]"


By the way, I think I found a way of updating a tileset automatically.  I will upload the application today for you to test with your sets.  This application will not include the standardization.  I don't want to try to coerce anyone into using it (I hope to convince you!  :-*).    That one is also almost ready and working really, really great.  I will upload an application pack with the updater, the standardizing application, and a tile resizer to a separate thread today or tomorrow.



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burned

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Re: Dwarf Fortress graphics repositories
« Reply #98 on: February 04, 2016, 04:46:14 pm »

Maybe there is an exception I missed, but I don't think any animal person has the [INTELLIGENT] tag. Offhand, pixies and fairies are [INTELLIGENT], but do not have professions.

As mentioned earlier, Gorlaks and Plump Helmet Men are an odd exception; they don't have ANIMAL_PERSON, but they do have [CAN_LEARN] (and theoretically can have professions), but blind cave ogres, maneras, dark gnomes, mountain gnomes and many other things have [CAN_LEARN] and they definitely do NOT have professions.


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Button

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Re: Dwarf Fortress graphics repositories
« Reply #99 on: February 04, 2016, 05:06:02 pm »

Maybe there is an exception I missed, but I don't think any animal person has the [INTELLIGENT] tag. Offhand, pixies and fairies are [INTELLIGENT], but do not have professions.

As mentioned earlier, Gorlaks and Plump Helmet Men are an odd exception; they don't have ANIMAL_PERSON, but they do have [CAN_LEARN] (and theoretically can have professions), but blind cave ogres, maneras, dark gnomes, mountain gnomes and many other things have [CAN_LEARN] and they definitely do NOT have professions.

All animal people are [INTELLIGENT], or at least [CAN_LEARN][CAN_SPEAK]. It's in their creature variation.

Thank you so much @burned and @Rydel

So, if I base my script solely on the raws.  Would you agree with the following definition statement?

creatures that need profession tile art are those containing the text: ":ANIMAL_PERSON]",  " [INTELLIGENT]" , &/or "[CAN_LEARN]"

The ones that need profession tiles are the ones with:
  • Their own entity;
  • LOCAL_POPS_PRODUCE_HEROES; or
  • LOCAL_POPS_CONTROLLABLE.

Though I'm not sure if there are any CONTROLLABLE that don't meet one of the previous two.

The animal person templates contain both HEROES and CONTROLLABLE, so any critter with either of those templates meets the requirements. So if you want to just search the creature raws without applying the creature variation templates, searching just for :ANIMAL_PERSON or [LOCAL_POPS_ should be fine. Not sure if dwarves/humans/elves/goblins/kobolds will be picked up by that algorithm, but those pretty much go without saying by now.

There is an additional wrinkle regarding UTTERANCES. If an entity's core species has UTTERANCES, only creatures with UTTERANCES can join it; and if an entity's core species doesn't have UTTERANCES, only creatures without UTTERANCES can join it. Happily in vanilla this tag only exists in kobolds.
« Last Edit: February 04, 2016, 05:18:37 pm by Button »
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Quiet-Sun

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Re: Dwarf Fortress graphics repositories
« Reply #100 on: February 04, 2016, 05:28:36 pm »

Maybe there is an exception I missed, but I don't think any animal person has the [INTELLIGENT] tag. Offhand, pixies and fairies are [INTELLIGENT], but do not have professions.

As mentioned earlier, Gorlaks and Plump Helmet Men are an odd exception; they don't have ANIMAL_PERSON, but they do have [CAN_LEARN] (and theoretically can have professions), but blind cave ogres, maneras, dark gnomes, mountain gnomes and many other things have [CAN_LEARN] and they definitely do NOT have professions.

All animal people are [INTELLIGENT], or at least [CAN_LEARN][CAN_SPEAK]. It's in their creature variation.

The ones that need profession tiles are the ones with:
  • Their own entity;
  • LOCAL_POPS_PRODUCE_HEROES; or
  • LOCAL_POPS_CONTROLLABLE.

Though I'm not sure if there are any CONTROLLABLE that don't PRODUCE_HEROES or have their own entity.

The animal person templates contain both HEROES and CONTROLLABLE, so any critter with either of those templates meets the requirements.


Ah Button, thank you! this is very helpful!  What do you mean by "having their own entity"?


-----------------------------------------------------------------------------------------------------------


Also, guys! here is the updater for your enjoyment:

QS DF Graphics set updater

I believe that it only works for Windows 64-bit and you need the Windows 64-bit version of the MATLAB Runtime for R2015b, which you can find here: http://www.mathworks.com/products/compiler/mcr/index.html

Place it in its own folder and be sure to run it from the command promt or it will run in the background and do its thing without giving you feedback.   

1. It will ask you for a folder with the DF creature object files; use one of the two that I provided
2. It will ask you for the folder of the graphic set you want to update.

then it will create an updated version of this set inside the folder with the EXE.  It will have the same name with the text "-Updated" appended.   Inside it you will find the same files as in the originals, but will have substituted names that it thinks have changed from one version to the other.   Also, inside the "-Updated" folder you will find three text files (see the spoliers for an example ran with CLA):

Name_Changes.txt:  Will tell you the names that it thinks changed from the previous version, but point to the same creature
Spoiler (click to show/hide)

Names_in_Set_not_in_Raws.txt:  Will tell you which creatures no longer exist in the raws
Spoiler (click to show/hide)

Names_in_Raws_not_in_Set.txt:   Will tell you which creatures are in the raws for which there is no entry in the set.  IMPORTANT this assumes the name substitutions are correct so check that first.
Spoiler (click to show/hide)

I think it works flawlessly between 40.24 and 42.05.  We will have to wait and see what else Toady throws at us.

Please keep in mind I have never released an app before so kindly assume is bugged, broken, and sucks.  Let me know if you were able to make it work and if there is a way I can make it better.
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burned

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Re: Dwarf Fortress graphics repositories
« Reply #101 on: February 04, 2016, 05:36:57 pm »

All animal people are [INTELLIGENT], or at least [CAN_LEARN][CAN_SPEAK]. It's in their creature variation.

I definitely see [CAN_LEARN] and [CAN_SPEAK] in the creature variation, yes. But, I only see [INTELLIGENT] in the standard races, pixies and fairies. I suppose it doesn't matter, since it doesn't narrow down the scan for animal people.

Also, isn't scanning for ANIMAL_PERSON and/or ANIMAL_PERSON_LEGLESS tags better than scanning for the LOCAL_POPS tags?

Maybe I'm wrong, but my understanding of Quiet-Sun's script is that he'll get zero CREATURES tagged with either LOCAL_POPS tags, because he's scanning the raws as is not how they are defined in game. Maybe that's why I don't see where the [INTELLIGENT] tag for animal people is located? Do you mean that tag is applied in game?


edit: Quiet-Sun, I'll check out your updater asap. =]
« Last Edit: February 04, 2016, 05:38:43 pm by burned »
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The Delvers' Podcast

Button

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Re: Dwarf Fortress graphics repositories
« Reply #102 on: February 04, 2016, 05:40:33 pm »

Ah Button, thank you! this is very helpful!  What do you mean by "having their own entity"?

I also edited the post a little more after you had already replied, FYI.

A creature has an entity if there exists within an entity raw file the tag [CREATURE:<CREATURENAME>]. For example, the dwarven civilization is defined thus:

Code: [Select]
[ENTITY:MOUNTAIN]
[CREATURE:DWARF]
...
...
...
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Button

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Re: Dwarf Fortress graphics repositories
« Reply #103 on: February 04, 2016, 06:00:38 pm »

All animal people are [INTELLIGENT], or at least [CAN_LEARN][CAN_SPEAK]. It's in their creature variation.

I definitely see [CAN_LEARN] and [CAN_SPEAK] in the creature variation, yes. But, I only see [INTELLIGENT] in the standard races, pixies and fairies. I suppose it doesn't matter, since it doesn't narrow down the scan for animal people.

[INTELLIGENT] is shorthand for [CAN_LEARN] + [CAN_SPEAK]. They're exactly equivalent.

Quote
Also, isn't scanning for ANIMAL_PERSON and/or ANIMAL_PERSON_LEGLESS tags better than scanning for the LOCAL_POPS tags?

Maybe I'm wrong, but my understanding of Quiet-Sun's script is that he'll get zero CREATURES tagged with either LOCAL_POPS tags, because he's scanning the raws as is not how they are defined in game.

You'd need to scan for all creatures that have ANIMAL_PERSON or LOCAL_POPS, because ANIMAL_PERSON will pick up the creatures that get LOCAL_POPS through their templates, but won't pick up gorlaks or plump helmet men; while LOCAL_POPS will pick up gorlaks & plump helmet men, but won't pick up animal people (because animal people's LOCAL_POPS are wrapped up in their templates).

This is of course assuming that you only want to scan vanilla raws. If you want to make a tool that will find the creatures that need tiles for any given modification, you'll need to delve into the template files.
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Quiet-Sun

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Re: Dwarf Fortress graphics repositories
« Reply #104 on: February 04, 2016, 06:02:14 pm »

Thank you very much @Button!  This is exactly the information I was looking for!  For now only vanilla, one baby step at a time!
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