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Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 176495 times)

TomiTapio

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Hey all, .03 Dwarf Therapist is out, it's unclear on the Therapist thread.
Go to https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts
and manually download the latest memory layout init-file.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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I was waiting for .05 to come out, with the needed DLLs included, but ohwell.
~-~ What the Visual see plus plus repugsnabstable? OldGenesis 0.43.04 update is here  ~-~

Latest version is on DFFD now.
Phoebus: http://dffd.bay12games.com/file.php?id=12223
Ironhand: http://dffd.bay12games.com/file.php?id=12222
ascii: http://dffd.bay12games.com/file.php?id=12221

_____NOTE YOU MUST INSTALL SOME VISUAL C++ DLLs, for DF to work_____
https://www.microsoft.com/en-us/download/details.aspx?id=48145


2016-07-04: updated to 0.43.04

- vanilla: paper slurrys get [STOCKPILE_GLOB_PASTE]
- the executable has problems of 'Visual C++ libraries aren't included with this release', you must install some.

- 0.42.xx 's new jobs have been assigned creature graphics tiles. No more blue-colour visitors.
  eg. [PAPERMAKER:GOBLINS:0:11:AS_IS:DEFAULT] - using soapmaker 0:11 (holding a generic white)
  groblin and gobline (the splinter civs of regular goblins) have graphics tiles now
  graphics tilechoice of DUNGEON_NASTER removed.
- groblin and gobline ethics adjusted.
- reduced tool prices(values), do NOT get rich by selling 30 wheelbarrows/minecarts/stepladders to the dudes' camel-caravan. "too bulky, we don't want 'em"


Thanks to you 300+ people who downloaded version 43.03!
« Last Edit: July 04, 2016, 12:33:58 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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I guess my next OldGenesis release should be the 32-bit version, since the 64-bit is experimental??
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

SalmonGod

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Isn't 43.05 fully 64-bit?  No longer experimental, I think?
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

TomiTapio

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~-~ Janky ol' OldGenesis 0.43.05 version is here  ~-~

Latest version is on DFFD now. 32bit executables are included.
Phoebus: http://dffd.bay12games.com/file.php?id=12269
Ironhand: http://dffd.bay12games.com/file.php?id=12268
ascii: http://dffd.bay12games.com/file.php?id=12267
recommend you continue your .04 fortress, not much raws changes. Use latest executable, because of the bug fixes.

Code: [Select]
2016-05-25: updated to 0.43.03

- vanilla: helve(tool handle) and stone axe, new adventurer crafting reactions.
  adventure mode new stuff: 'b' to build a workshop, 'x' menu inside carpenter workshop to do carpentry.
  'g' grab menu to fell a tree. You need an axe. 'g' grab branch from tree to make a helve(handle).
  Sharp rock+helve=axe. (have both hands free before grab stones from ground.) ('r'emove branch from backpack to get into hand.)
- OldGenesis adventurer crafting hack: "assemble stone b axe" makes a battleaxe from the helve+sharp. Only a battleaxe can fell a tree (vanilla bug).
 
- black steel making should work now, thanks to new user Paranoid Alaskan and Meph for helping with the issue.
- removed basic work and weapon skills from all dwarves, had too many boring mason/blacksmith/engraver immigrants.
- added "redja wolf", in deserts and tropical. At 14-20 kg it is much smaller than basic wolf (max 55 kg F, 80 kg M).

- gemstone golems cannot jump. Ettins cannot jump or have dodge skill (super bad coordination what with two heads).
- Minotaurs cannot jump. Minotaur movement and attack speed boosted.
- elephant and forest elephant soundmessages added.
- parsnip's alcohol, parsnip wine, removed as too silly.
- carrots are rarer in the wild. Barley no longer in zillion biomes. Rhubarb and soybean rarer.
- Phoebus: rowan tree's berries no longer use spider-vermin tile.

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

2016-07-04: updated to 0.43.04

- vanilla: paper slurrys get [STOCKPILE_GLOB_PASTE]
- the executable has problems of 'Visual C++ libraries aren't included with this release'

- 0.42.xx 's new jobs have been assigned creature graphics tiles.
  eg. [PAPERMAKER:GOBLINS:0:11:AS_IS:DEFAULT] - using soapmaker 0:11 (holding a generic white)
  groblin and gobline (the splinter civs of regular goblins) have graphics tiles now
  graphics tilechoice of DUNGEON_NASTER removed.
- groblin and gobline ethics adjusted.
- reduced tool prices(values), do NOT get rich by selling 30 wheelbarrows/minecarts/stepladders to the dudes' camel-caravan. "too bulky, we don't want 'em"

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

2016-07-12: updated to 0.43.05 (32-bit version)

- vanilla: Gorlaks can open doors, aren't using humanoid relative sizes anymore (big head allowed).
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

squamous

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Is this mod compatible with Fortress Defense?
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

TomiTapio

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Is this mod compatible with Fortress Defense?
Probably not, since OldGenesis has different weapons and armor than Fortress Defense civilizations. Different PAIN and BLEED amounts in all creatures, too. (To fix "arrow to creature's toe! it faints")

OldGenesis has plenty of hostile civs: illithids(mind flayers), centaurs, beastmen(no weapons), demons, serpentfolk, goblins, groblin(crude), gobline(more civilized).
Check when choosing an embark who your neighbours are. (red dashed line, means at war?)


If you want the invaders to be stronger:
- don't build trap corridors
- don't wall off the outdoors or use drawbridges, because "foes break wall" hasn't been programmed by Toady yet
- boost enemy creature speed and natural skills (give [NATURAL_SKILL:DODGING:7] [NATURAL_SKILL:MELEE_COMBAT:5] )
« Last Edit: July 24, 2016, 01:51:57 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

vjmdhzgr

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Is this mod compatible with Fortress Defense?
Probably not, since OldGenesis has different weapons and armor than Fortress Defense civilizations. Different PAIN and BLEED amounts in all creatures, too. (To fix "arrow to creature's toe! it faints")

OldGenesis has plenty of hostile civs: illithids(mind flayers), centaurs, beastmen(no weapons), demons, serpentfolk, goblins, groblin(crude), gobline(more civilized).
Check when choosing an embark who your neighbours are. (red dashed line, means at war?)
Big red letters saying WAR mean you're at war. A red dashed line means you're in some kind of permanent conflict like babysnatchers and non-babysnatchers. Which I think as far as fortress mode is concerned, is about as good as being at war.

EDIT: Oh, also "Arrow to creature's toe! it faints" is already fixed in vanilla Dwarf Fortress. Smaller body parts have less pain now compared to other ones. There's also less pain in general. The vanilla pain receptor value of 50 for bone is a point where quite often entire limbs will be broken and they won't even have the pain debuff. So you can probably just increase that again.
« Last Edit: July 24, 2016, 01:39:40 pm by vjmdhzgr »
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

squamous

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Is this mod compatible with Fortress Defense?
Probably not, since OldGenesis has different weapons and armor than Fortress Defense civilizations. Different PAIN and BLEED amounts in all creatures, too. (To fix "arrow to creature's toe! it faints")

OldGenesis has plenty of hostile civs: illithids(mind flayers), centaurs, beastmen(no weapons), demons, serpentfolk, goblins, groblin(crude), gobline(more civilized).
Check when choosing an embark who your neighbours are. (red dashed line, means at war?)


If you want the invaders to be stronger:
- don't build trap corridors
- don't wall off the outdoors or use drawbridges, because "foes break wall" hasn't been programmed by Toady yet
- boost enemy creature speed and natural skills (give [NATURAL_SKILL:DODGING:7] [NATURAL_SKILL:MELEE_COMBAT:5] )

Oh I actually play adventure mode most of the time. My personal taste is that more species to populate the world is nothing but a good thing, so I always jump at the chance to add more of them. But if they're incompatible I guess nothing can be done about it.

EDIT: Unrelated question, why is it that no matter what I do, I can never seem to have more than 50-60 civs even on huge maps with everything else turned down? I can do it in vanilla and even Masterwork, but not here. Is there something I need to change?
« Last Edit: July 30, 2016, 04:55:10 pm by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

TomiTapio

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How's everyone enjoying OldGenesis?

Sorry, squamous, I do not know why the civs are limited to 60 here. Don't think my custom world_gen.txt settings limit it.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

squamous

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How's everyone enjoying OldGenesis?

Sorry, squamous, I do not know why the civs are limited to 60 here. Don't think my custom world_gen.txt settings limit it.

Oh that's my bad, I mistyped it. What I meant to say is that the game consistently crashes when I go higher.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

squamous

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Hate to self-bump but I still haven't solved my problem. It seems absolutely impossible to go anywhere beyond 70 (used to think it was 60 but I've been playing for several months and it looks like 70 is as numerous as it gets) civs, even on large maps. Its like there's an invisible hard limit somehow, and I can't figure out why. Vanilla and Masterwork let me easily hit 130 civs on a medium world, for example, so there's probably something going on here.

EDIT: On an unrelated note, I've also never seen an Illithid society make it past history gen. Might be something in the raws.
« Last Edit: November 08, 2016, 02:23:56 am by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Nightcore Angel

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@TomiTapio ??? I dont quite understand, why isnt there a 43.05 with 64bit? 43.04 is experimental, 43.05 is fully integraged. I really do hope you would add the 64bit to it, this mod is awesome but df could only goes so far in term of performance in 32, i was hoping to make mega builds with this mod but thats one of the limiting factors
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vjmdhzgr

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@TomiTapio ??? I dont quite understand, why isnt there a 43.05 with 64bit? 43.04 is experimental, 43.05 is fully integraged. I really do hope you would add the 64bit to it, this mod is awesome but df could only goes so far in term of performance in 32, i was hoping to make mega builds with this mod but thats one of the limiting factors
As far as I know mods don't need to be ported to 64bit versions. So you can just download the 64bit normally and the 32bit of this mod and copy all the mod files over to the vanilla one. Or maybe the reverse, there are places for mistakes in both, but either could work.

If you don't know where exactly the files for the mod are, they're most of the raw folder (specifically objects and graphics, though copying interaction examples over too shouldn't matter), and a few within the data folder. I believe it's just the speech and init folders you need to copy over. That should get you a 64bit version of the mod, but it has been a while since I've done any modding so I'm not completely sure if that's all you need to do.

EDIT: I've tried it myself, and it seems you'll also need to copy the file "ironhand" from the data/art folder.
EDIT2: You'll also need to delete a few files from the 64bit version's raw/objects folder. A few creature files that aren't overridden by Genesis. They're easy enough to find by copying every file over from the Genesis raw folder at once and then seeing which files weren't replaced.
« Last Edit: November 13, 2016, 01:24:17 pm by vjmdhzgr »
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

TomiTapio

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Thanks vjmdhzgr.
I'm still alive, but not paying any attention to DF forums. Shout at me on Twitter, @Tomi_Tapio, if you got questions.

Especially shout at me if there's a new DF version.

--------------------------------
"I dont quite understand, why isnt there a 43.05 with 64bit?"
- Because the 32bit and 64 bit have the same raws and graphics folders. If you are unable to copy the raws and init-settings over, don't use 64-bit DF OldGenesis, use the 32-bit "works on every pc" version.
- Because I don't want to upload SIX versions (32bit x three gfx sets, 64bit x three gfx sets)
« Last Edit: December 16, 2016, 11:07:46 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884
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