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Author Topic: Familiar Instruments Mod [WIP] v0.0.4.2  (Read 7783 times)

RoaryStar

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Familiar Instruments Mod [WIP] v0.0.4.2
« on: January 31, 2016, 06:23:22 pm »

While the new update with instruments is wonderful, I have a few problems with their procedural generation:
  • Some instruments are incredibly difficult to make, and there is no adequate documentation for it.
  • Some instruments are completely ridiculous. People have encountered an instrument that's literally a block that you hit with your hand.
  • Every civilization has a completely different set of instruments. In one dwarven civ, a Litash could be a block, but in another world it would be something like a violin. It's too difficult to remember what these instruments are.

The last point, for me, is the most important part. So I've searched for an instrument mod, to no avail, and the old raws literally have five instruments.
That's why I've decided to make one myself.

Note: my modding is dabbling at best, and I only really know how string instruments work. Suggestions, thoughts, and corrections are not only welcome, they are encouraged.

RAW download from DFFD (v0.0.4.2)
Spoiler: Changes (click to show/hide)



Completed Files (not yet tested)
Spoiler: item_instrument_violin (click to show/hide)
Spoiler: item_instrument_viola (click to show/hide)

Entity Edits



To install or test what's here so far:
  • Download the .zip from the top
  • Unzip in your Dwarf Fortress/raws folder
  • Generate a new world
  • Have fun!

To uninstall:
  • Delete the files named above
  • Delete entity_default.txt
  • Rename entity_default_old.txt to entity_default.txt



Planned Features (under construction)
Spoiler: Strings (click to show/hide)
Spoiler: Winds (click to show/hide)
Spoiler: Brass (click to show/hide)
Spoiler: Keyboard (click to show/hide)
Spoiler: Percussion (click to show/hide)
Spoiler: Other (click to show/hide)
« Last Edit: February 09, 2016, 02:28:09 pm by RoaryStar »
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IndigoFenix

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Re: Familiar Instruments Mod [WIP]
« Reply #1 on: February 01, 2016, 12:13:16 am »

Finally!  I knew someone would make something like this eventually.  Procedurally generated instruments is a neat programming trick, but for immersion purposes I'd much rather see people playing instruments I can imagine on sight rather than having to read a whole description and picture them as they are described.

Putnam

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Re: Familiar Instruments Mod [WIP]
« Reply #2 on: February 01, 2016, 01:47:17 am »

Huh. You went with violin first too?

I never really bothered making this since I figured someone else would, too.

Meph

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Re: Familiar Instruments Mod [WIP]
« Reply #3 on: February 01, 2016, 04:12:52 am »

I can be mistaken, but in the medieval times, shouldnt violins have cat-gut strings instead of metal strings?
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thatkid

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Re: Familiar Instruments Mod [WIP]
« Reply #4 on: February 01, 2016, 05:52:58 am »

Serious question, that i think needs to be answered for this: If a civilization doesn't generate an instrument as per the random generation tag does it even still make music for that instrument and produce bards? Will dance forms still work correctly?
For some reason I could see issues coming up. I'm all for this, but it might be a good idea to make sure that the Generation tags aren't required for certain things to work, first.

Also: Lutes, brah
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sv-esk

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Re: Familiar Instruments Mod [WIP]
« Reply #5 on: February 01, 2016, 07:02:04 am »

Civ will make forms even with only user defined instruments. Bards will carry these instruments and use them, world taverns will have instruments in chests.
But if you create adventurer you cant put points in instrument skill if civ have not generated this type of instrument.

Spoiler (click to show/hide)
« Last Edit: February 01, 2016, 07:19:46 am by sv-esk »
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Bearskie

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Re: Familiar Instruments Mod [WIP]
« Reply #6 on: February 01, 2016, 07:09:49 am »

Going to wish you good luck for this :). Also, feel free to lift any of the instruments in SLADE; normal things include the triangle, didgeridoo, accordion, bagpipe, slide whistle. You could probably adapt the player piano into an normal piano pretty easily (just remove the piano roll), and things like the balalaika and the daxophone are also real life instruments.

RoaryStar

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Re: Familiar Instruments Mod [WIP]
« Reply #7 on: February 01, 2016, 12:34:06 pm »

I can be mistaken, but in the medieval times, shouldnt violins have cat-gut strings instead of metal strings?

I'm a fairly new modder; I'm not quite sure how to do that or even if it's possible.

Spoiler (click to show/hide)

That's a good idea. It's been done.

Going to wish you good luck for this :). Also, feel free to lift any of the instruments in SLADE; normal things include the triangle, didgeridoo, accordion, bagpipe, slide whistle. You could probably adapt the player piano into an normal piano pretty easily (just remove the piano roll), and things like the balalaika and the daxophone are also real life instruments.

Ooh, thanks!
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Ghills

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Re: Familiar Instruments Mod [WIP]
« Reply #8 on: February 02, 2016, 10:44:36 am »

I can be mistaken, but in the medieval times, shouldnt violins have cat-gut strings instead of metal strings?

I'm a fairly new modder; I'm not quite sure how to do that or even if it's possible.

As another fairly new modder, the options I see are:

1) Ignore it - these are dwarfs, of course they use metal
2) Add an option to use leather to create the strings
3) Try to mod in using nervous tissue, which might be impossible
4) Try to change butchering to create gut strings, which might be impossible
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Re: Familiar Instruments Mod [WIP]
« Reply #9 on: February 02, 2016, 01:00:22 pm »

Funnily enough catgut was usually from sheep or goats not cats, but many domesticated animal's intestines are suitable and were used. Personally I'd just make all intestines suitable to simplify things; It's more interesting too in that you could use the guts of beasts that attack your fort.
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Grimlocke

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Re: Familiar Instruments Mod [WIP]
« Reply #10 on: February 02, 2016, 02:29:19 pm »

Changing guts to be a material for strings is entirely possible, however I'm not sure if worldgen will pick up on the change and use the right material.
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sv-esk

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About gut strings
« Reply #11 on: February 02, 2016, 03:05:59 pm »

material_template_default.txt contains material templates, including gut template
Spoiler: gut template (click to show/hide)
[BUTCHER_SPECIAL:MEAT:NONE] - butcher will convert guts to MEAT item.
[MEAT_NAME:prepared:intestines:intestines] - created MEAT item will be called "prepared intestines"
But you cannot specify something like [REAGENT:guts:1:MEAT:NONE:CREATURE_MAT:NONE:GUT] - so all guts can be used, not just cat guts.
Game will read CREATURE_MAT:NONE and ignore GUT

You can add [REACTION_CLASS:GUT] to gut template or concrete material (in the creature definition add [SELECT_MATERIAL:GUT][REACTION_CLASS:GUT] after [BODY_DETAIL_PLAN:STANDARD_MATERIALS])
And then use class in reaction:
[REAGENT:guts:1:MEAT:NONE:NONE:NONE] [REACTION_CLASS:GUT]

Worldgen will ignore reaction materials for tools.
Worldgen will use material specified by token ([THREAD_PLANT_MAT] or so) in tool definition.
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IndigoFenix

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Re: Familiar Instruments Mod [WIP]
« Reply #12 on: February 03, 2016, 10:30:20 am »

While you can alter material templates to use animal organs, I would advise against it.  If you want this mod to play well with other mods, changing base files is a bad idea.

Keep it simple, keep it standard.  Or at the very least, if you want to use altered materials in reactions, put those reactions in a separate file and make them an optional alternative path for producing the instruments.  That way if someone wants to use this mod's instruments alongside other mods, it will minimize the extra work they have to do.

Meph

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Re: Familiar Instruments Mod [WIP]
« Reply #13 on: February 03, 2016, 12:08:30 pm »

While you can alter material templates to use animal organs, I would advise against it.  If you want this mod to play well with other mods, changing base files is a bad idea.

Keep it simple, keep it standard.  Or at the very least, if you want to use altered materials in reactions, put those reactions in a separate file and make them an optional alternative path for producing the instruments.  That way if someone wants to use this mod's instruments alongside other mods, it will minimize the extra work they have to do.
Good point. It is probably more user-friendly if done with metal too, because most people would assume that violin strings should be made of metal, not gut.
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Urist McGoombaBrother

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Re: Familiar Instruments Mod [WIP]
« Reply #14 on: February 05, 2016, 03:54:08 pm »

I like this mod idea, but I am not really familiar with musical instruments and never modded them before. However as big fan of the Legend of Zelda series, I couldn't resist modding an ocarina. It is a simple one piece instrument. But to make up for that simplicity, you can create it from various different materials: Wood, Stone, Metal, Bone, Clay, Glass and even Shells. Maybe you have good use for it?

A few notes: There seems to be some weird issue regarding bones. I butchered a cow to have some bone available. But instead of just picking 1 bone and making 1 ocarina, my bone carver took the whole stack of 16 bones and made 16 ocarinas out of it. Then I butchered another animal and the same thing happened with the stack of 14 bones. Not sure if there is an error in the reaction or if that is a side effect of the carry more than one unit feature. Also I could not test the shell reaction as I had no shells available. But should be the same as with the bone reaction. The rest is working just fine.

Spoiler: item_instrument (click to show/hide)

Spoiler: Reactions (click to show/hide)

Spoiler: entity_default.txt (click to show/hide)
« Last Edit: February 05, 2016, 03:56:34 pm by Urist McGoombaBrother »
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