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Author Topic: [v0.47.05] No way for caste-specific creature graphics?  (Read 1903 times)

zeddy

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[v0.47.05] No way for caste-specific creature graphics?
« on: September 24, 2024, 06:32:22 am »

I've been banging my head at the wall for the past little while trying to look into caste specific creature graphics for pre-steam DF.

Has no one really attempted something like this before? With projects like TWBT existing, I'm surprised there's seemingly no attempt at anything creature graphics related.

Putnam seemed to say that nothing in DFhack would allow for this to be possible, which sucks. I've given the DFhack API a read and she's probably right about that, and that should be the end of my endeavor, but... I figured I may as well ask in case anything has changed since then.

I love ascii to bits, but I'd love to see mods with very caste-heavy mechanics flourish with proper graphics.
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jecowa

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Re: [v0.47.05] No way for caste-specific creature graphics?
« Reply #2 on: October 18, 2024, 02:01:44 pm »

Yes, you can. Look at the lion for an example. Just add the caste name after the creature name and add "_CASTE" to the creature declaration tag or whatever.
Quote
[CREATURE_CASTE_GRAPHICS:LION:MALE]
     [DEFAULT:CREATURES_SURFACE:0:76:AS_IS]
       [CHILD:CREATURES_SURFACE:1:76:AS_IS:DEFAULT]
    [ANIMATED:CREATURES_SURFACE:2:76:AS_IS]
       [CHILD:CREATURES_SURFACE:3:76:AS_IS:ANIMATED]
    [CORPSE:CREATURES_SURFACE:4:76:AS_IS]
       [CHILD:CREATURES_SURFACE:5:76:AS_IS:CORPSE]
[CREATURE_CASTE_GRAPHICS:LION:FEMALE]
     [DEFAULT:CREATURES_SURFACE:0:77:AS_IS]
       [CHILD:CREATURES_SURFACE:1:76:AS_IS:DEFAULT]
    [ANIMATED:CREATURES_SURFACE:2:77:AS_IS]
       [CHILD:CREATURES_SURFACE:3:76:AS_IS:ANIMATED]
    [CORPSE:CREATURES_SURFACE:4:77:AS_IS]
       [CHILD:CREATURES_SURFACE:5:76:AS_IS:CORPSE]
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Quietust

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Re: [v0.47.05] No way for caste-specific creature graphics?
« Reply #3 on: October 19, 2024, 12:49:13 pm »

I'm fairly sure you can do this in the current version.

Yes, you can. Look at the lion for an example. Just add the caste name after the creature name and add "_CASTE" to the creature declaration tag or whatever.
The original question was about the last version before the Steam release, and in that case the answer is clearly no, it cannot be done - in 0.47.05 and earlier, all graphics are stored entirely at the Creature level, and they're only capable of varying based on Entity Position (king, baron, count, duke, manager, broker, bookkeeper, etc.), Entity Link (mercenary, slave, prisoner, criminal, etc.), Site Link (originally for Shopkeepers in Adventurer mode, currently not really useful), Profession (miner, mason, carpenter, weaponsmith, etc.), and special cases like Adventurers, Ghosts, and Reanimated creatures.
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zeddy

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Re: [v0.47.05] No way for caste-specific creature graphics?
« Reply #4 on: October 20, 2024, 05:02:15 am »

I'm fairly sure you can do this in the current version.

Yes, you can. Look at the lion for an example. Just add the caste name after the creature name and add "_CASTE" to the creature declaration tag or whatever.
The original question was about the last version before the Steam release, and in that case the answer is clearly no, it cannot be done - in 0.47.05 and earlier, all graphics are stored entirely at the Creature level, and they're only capable of varying based on Entity Position (king, baron, count, duke, manager, broker, bookkeeper, etc.), Entity Link (mercenary, slave, prisoner, criminal, etc.), Site Link (originally for Shopkeepers in Adventurer mode, currently not really useful), Profession (miner, mason, carpenter, weaponsmith, etc.), and special cases like Adventurers, Ghosts, and Reanimated creatures.


yeahhh unfortunately that's what I thought. I'm looking into the idea of writing a DFhack plugin for caste specific graphics, but it'd be a huge project that's likely not worth it for an older version of the game that people don't seem to care about anymore.
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xzaxza

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Re: [v0.47.05] No way for caste-specific creature graphics?
« Reply #5 on: October 23, 2024, 04:12:34 am »

I'm fairly sure you can do this in the current version.

Yes, you can. Look at the lion for an example. Just add the caste name after the creature name and add "_CASTE" to the creature declaration tag or whatever.
The original question was about the last version before the Steam release, and in that case the answer is clearly no, it cannot be done - in 0.47.05 and earlier, all graphics are stored entirely at the Creature level, and they're only capable of varying based on Entity Position (king, baron, count, duke, manager, broker, bookkeeper, etc.), Entity Link (mercenary, slave, prisoner, criminal, etc.), Site Link (originally for Shopkeepers in Adventurer mode, currently not really useful), Profession (miner, mason, carpenter, weaponsmith, etc.), and special cases like Adventurers, Ghosts, and Reanimated creatures.


yeahhh unfortunately that's what I thought. I'm looking into the idea of writing a DFhack plugin for caste specific graphics, but it'd be a huge project that's likely not worth it for an older version of the game that people don't seem to care about anymore.
nah, people do care, it's the last version before a near-complete overhaul. dunno though, if lack of caste specific graphics is something many people care about
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