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Author Topic: Mod Base 0.95yy. Discontinued.  (Read 60652 times)

Sean Mirrsen

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #120 on: July 06, 2008, 12:09:57 pm »

Yes, it's possible to add that functionality. Those aren't in the same format though, they're just strings separated by linefeeds, so I'll have to make a new parser for them. (the current system basically works off one big entry parser) Or just not bother and have it stick all available content in those into the existing files, making sure there are no empty strings.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Fieari

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #121 on: July 08, 2008, 01:59:02 pm »

Hows the mod-comparer function coming?  It think it would b awesome to get Legendary Lands into ModBase, but it's not only huge, it moves creatures between files, and utilizes the martial arts mod.  With the comparer, the martial arts mod could be stripped from it (and thus be applied separately) and the moving of data around could be dealt with.
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Deon

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #122 on: July 09, 2008, 01:06:45 am »

A small problem with description I noticed: you cannot use ":" in the description.
It makes impossible to include links to dwarffortresswiki userpages and such. Can you make the parser to ignore the ":" inside the description, please?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #123 on: July 09, 2008, 01:46:49 am »

Read the first page and the readme carefully. The parser will automatically replace any ";" with a ":", because it is impossible to omit colons.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #124 on: July 09, 2008, 03:29:16 am »

Yeah I've found this, thanks -).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #125 on: July 10, 2008, 07:59:27 am »

Finally I've got my hands on the mods I converted. I've reuploaded them with description.
I didn't upload the Compound mod still because I'm currently updating it with a new component.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #126 on: July 10, 2008, 12:49:05 pm »

Wow, wow! Fix it as soon as possible please =)

Your file body_advanced (which has "body_advanced_martmod" instead of body_advanced as the first string for some reason) does not overwrite the NECK, MOUTH etc., it REMOVES them for some reason.
So if I switch enew bodies on, my creatures miss mouths, necks etc.

EDIT: Further research showed me that if I remove !OVER it works.
And is it intentional that when you press "edit" for the "new bodies and attacks" component it shows [!OVR] instead of [!OVER]?
« Last Edit: July 10, 2008, 12:58:13 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Sean Mirrsen

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #127 on: July 10, 2008, 01:28:21 pm »

It uses [!OVR] as a redundant fail-safe, it replaces [!OVER] once the entry is checked to avoid additional markup inconsistencies.

NECK, MOUTH, NOSE, and stuff were used before the modbase's inception, for compatibility with creatures from other mods. It makes certain assumptions that it probably shouldn't.

I'll look into the overwriting thing though. As a quick fix, replace all instances of [!OVER] with [BP:!] in the body files. I'll fix it when I figure out what causes it. In the meantime, there's another bug I found. Even deactivated mods will look for their prerequisites, and won't let you compile the mods unless those are met, effectively making creation of total conversions impossible.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #128 on: July 10, 2008, 03:16:12 pm »

Well, for now the fastest way to fix it is to remove [!OVER] from the neck, nose, mouth and such as long as usually DF base files use it anyway. At least it is the way I do it. Because OVER someway acts as DEL there.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #129 on: July 10, 2008, 03:23:22 pm »

Yeah, for some reason. If you do remove it though, you'll get duplicate necks and noses on creatures. Replace with a [BP:!] instead, that will wipe the tags from the entry, as intended.

Alright, I fixed it. It was some weird problem with the program trying to replace content over an empty entry, so I made it reinitialize with the source entry's material instead.
« Last Edit: July 10, 2008, 03:30:12 pm by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: Mod Base 0.89b. Some more bugs fixed.
« Reply #130 on: July 10, 2008, 06:26:37 pm »

Quote
If you do remove it though, you'll get duplicate necks and noses on creatures.
I don't get duplicated bodyparts without !OVER. The modbase just overwrites the content of [BODY:] for them totally.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

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Re: Mod Base 0.89b. Some more bugs fixed.
« Reply #131 on: July 10, 2008, 11:20:55 pm »

Well, no. But, in my mod, there's this here NECK bodypart that's a separate part between the head and the upper body. The NECK package is thus replaced with a package of vital organs, specifically the neck spine and the cervic joint. If you keep the original content of NECK, you'll get two necks - one that connects to the upper body and has the head on it, and one that connects to the head and dangles from there.

I don't now how the game would interpret that, but I'd rather be on the safe side.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: Mod Base 0.89b. Some more bugs fixed.
« Reply #132 on: July 11, 2008, 07:05:44 am »

I get no duplicated necks.
Look. I've removed "!over". I've activated ALL mods. I get the fully playable world without errors and duplicated bodyparts.
I have the installation of 89b.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

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Re: Mod Base 0.89b. Some more bugs fixed.
« Reply #133 on: July 11, 2008, 11:33:34 am »

Check the raws once they're generated. You'll see a NECK bodypart in the NECK package of the body_standard file. Now look in the body_advanced file, at the HUMANOID2 package - it also has a NECK. It might not register with the game properly (and it might not appear until damaged), but the fact that it's there is what I don't like.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: Mod Base 0.89b. Some more bugs fixed.
« Reply #134 on: July 11, 2008, 01:35:49 pm »

Ah I see.
But if it removes the NECK from body_standard then you'll have no NECK body for other creatures like eagles and other ones.
I guess it removes it because there's already a NECK in HUMANOID2.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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