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Author Topic: Bots mod 1.1 We now promise to crush you beneath lore!  (Read 10540 times)

Wiseacre

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Bots mod 1.1 We now promise to crush you beneath lore!
« on: December 30, 2009, 03:06:07 am »

So after a bit of learning my attempt at making a mod is shaping up.. ok.

The Bots are a mechanical race that were forged by the Dwarves. Extended version below.

WARNING! EXTENDED LORE! HFS SPOILERS!
Spoiler (click to show/hide)

Part 2:
Spoiler (click to show/hide)

Part 3

(Look down two posts. I ran outta space.)
                 

 STORY TIMELINE (Each story will bring new content releases.)
1. First bots forged.
2. Brief Dwarven golden age
3. The Bots begin to awaken, for good or for bad.
4. ?? ?? ?? ??
5. ?? ?? ?? ??
6. ?? ?? ?? ??
7. ?? ?? ?? ??
8. ?? ?? ?? ??






1.Bots are now available! (Default)

2. Dark Dwarf Civ available! (Enemy)
Spoiler (click to show/hide)

3. Mechanical race available!
Spoiler (click to show/hide)

4. ?? ?? ?? ??

5. ?? ?? ?? ??

6. ?? ?? ?? ??

7. ?? ?? ?? ??

8. ?? ?? ?? ??



The bots aren't so much living breathing creatures. They are fast, resilient, and capable of outfitting themselves with different levels of armor plating. Magma won't hurt them, and they don't need to sleep or eat, and will never tire.

Problem is that without the knowledge the dwarves possess about repairing their complicated joints and parts, if a bot gets hurt, limbs will break off, and healing is slow, or impossible. After severe damage the bot will become inert, unable to move without sufficient threat. Upon death the bots will explode.

Mod contains so far:
Custom armor
Bots (Civ and creature)
New Enemy Civ (Dark Dwarves!)
Some extra body parts
Integrated Dwarf language and Bot language to try to get rid of blank spots.
Custom Bot graphic tileset.


Have fun! Ready to hear any complaints questions comments or suggestions. I might just be able to respond too!

Big thanks to:
Deon
3
Jack_bread
TerminatorII
Keolah (Borrowed your german language thing from like two years ago.)

LINK------------> http://dffd.wimbli.com/file.php?id=1734 <---------------LINK


« Last Edit: January 19, 2010, 08:08:56 am by Wiseacre »
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Re: messed up an attempt to mod (again.)
« Reply #1 on: December 30, 2009, 03:53:08 am »

Did you remember to remove CIV_CONTROLLABLE from the DARK_MOUNTAIN entity? It's not always necessary, but it's probably worthwhile.

I see very little wrong with these, but I'm unsure as to how well metal clothing will work - my instinct is that it won't work full stop. What exactly went wrong with the mod, and is there anything in errorlog.txt?

Also explodtanium. Explodtanium. Awesome.
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Wiseacre

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Re: messed up an attempt to mod (again.)
« Reply #2 on: December 30, 2009, 04:33:22 am »

Part 3

Spoiler (click to show/hide)
« Last Edit: January 20, 2010, 01:11:43 am by Wiseacre »
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Re: messed up an attempt to mod (again.)
« Reply #3 on: December 30, 2009, 04:43:12 am »

If you want to carry on making things out of metal, then you're probably best off making a series of reactions that simulate the construction of clothing. Even if that doesn't sound like much of a solution, remember that you'll be able to do a lot more with workshop customisation in the next version, which can't be too far off.

And yeah, as far as I know that's likely the best you're going to get when it comes to explodtanium.
« Last Edit: December 30, 2009, 07:28:51 am by 3 »
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Wiseacre

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Re: messed up an attempt to mod (again.)
« Reply #4 on: December 30, 2009, 07:16:52 am »

Considering modding the booze types into processed plant oil for the Bots to drink. I would have to make a mod of it. I only wish I knew how to make a cool robot Tileset. Maybe I'll throw myself on the mercy of one of the tileset makers.
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carriontrooper

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Re: messed up an attempt to mod (again.)
« Reply #5 on: December 30, 2009, 08:36:07 am »

Y'mean graphicset, surely. And hold on to your britches, I'm planning to make graphics for every race in the Mega Mix mod, and there's a robotlike race already. But I admit your idea is cool, why, making robot children!
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Wiseacre

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Re: messed up an attempt to mod (again.)
« Reply #6 on: December 30, 2009, 03:07:04 pm »

Y'mean graphicset, surely. And hold on to your britches, I'm planning to make graphics for every race in the Mega Mix mod, and there's a robotlike race already. But I admit your idea is cool, why, making robot children!

You got me there, I always get Tile set and graphic set mixed up. I might just have to make a mod out of this, and I was wondering if you would object to me using your graphics, when you make child robots, of course. The problem is that the bots are a little tough, and die really hard. In legends one was trading blows with an ettin after getting several parts of it smashed.
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Deon

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Re: messed up an attempt to mod (again.)
« Reply #7 on: December 30, 2009, 03:24:31 pm »

Yeah, the lack of ANY internal organs maketh them very tough. Maybe you should make some? Like, "CPU" for a brain, "central fuel pump" for the heart at least?

P.S. Which style of bots do you prefer?

I've got a sketch, do you like it this way? Or maybe you don't want them to face you straight but instead to be turned on some angle?

Civillian, child
Miner, woodcutter (with a saw, give them chainsaws :D), military bot (red color-coded)


Also, check your errorlog. In the code you've posted there's at least [WEAPON:ITEM_WEAPON_HAMMER_WAR without a closing bracket. You should always check errorlog.txt.
« Last Edit: December 30, 2009, 03:47:37 pm by Deon »
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Wiseacre

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Re: messed up an attempt to mod (again.)
« Reply #8 on: December 30, 2009, 04:29:08 pm »

Yeah, the lack of ANY internal organs maketh them very tough. Maybe you should make some? Like, "CPU" for a brain, "central fuel pump" for the heart at least?

P.S. Which style of bots do you prefer?

I've got a sketch, do you like it this way? Or maybe you don't want them to face you straight but instead to be turned on some angle?

Civillian, child
Miner, woodcutter (with a saw, give them chainsaws :D), military bot (red color-coded)


Also, check your errorlog. In the code you've posted there's at least [WEAPON:ITEM_WEAPON_HAMMER_WAR without a closing bracket. You should always check errorlog.txt.

Thanks for the Warhammer catch.

I like the graphics. I meant to take away [STOUT] (and I did, just now), because they are dwarf made, not dwarf androids. I'll have to work up some chainsaws later, and possibly drop the dark dwarf unique weapons.

I muddled around in Body_default a little, got a couple weaknesses.

Spoiler (click to show/hide)

Thanks for the help once again!
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Wiseacre

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Re: Robot modding not working properly. (New title, old thread.)
« Reply #9 on: December 30, 2009, 07:31:47 pm »

Made a couple more changes, breaking free of the (fun) Dark dwarf mod.
Added something for Deon, because he was nice enough to provide some art.

Anyone know why the armor can't be forged? I think I added some types of armor that don't exist normally (Tier 1 legs, multiple tiered gloves, etc.) Could that be doing it?
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Re: Robot modding not working properly. (New title, old thread.)
« Reply #10 on: December 30, 2009, 11:26:36 pm »

Not sure if you made those, or go them from somewhere, but I made a couple more, hope it's OK.




(Blank Bot, Mayor, and Fisherbot.)

The problem is that I'm apparently just as bad at trying to use graphic sets as I am at regular modding. Can anyone tell me what I did wrong here?

Spoiler (click to show/hide)

So I got it to black squares. There something I don't know about tileset spacing?
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Deon

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Re: Robot modding not working properly. (New title, old thread.)
« Reply #11 on: December 31, 2009, 12:37:53 am »

Yeah I drew them in 5 minutes :). Feel free to expand. I will definitely try this out, I've made a "robot fortress" by myself but it's much funnier to see what others do because it's always surprising.

Quote
Added something for Deon
I am intrigued :D.

P.S. which version do you use? If it's not 40d16, open bots.png in MSPaint and re-save it as bots.bmp (24 bit bmp), original DF cannot read PNG files.
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Wiseacre

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Re: Robot modding not working properly. (New title, old thread.)
« Reply #12 on: December 31, 2009, 04:01:12 am »

Ok. It's a BMP file, It has moved on to having parts of the graphics show up. I re-arranged stuff to fit better, here's where I think the problem lies:



   
Code: [Select]
graphics_bots

[OBJECT:GRAPHICS]

[TILE_PAGE:BOTS]
[FILE:bots/bots.BMP]
[TILE_DIM:16:16]                              <----------One of these is the culprit,
[PAGE_DIM:8:4]                                  <-----------I'm sure!

[CREATURE_GRAPHICS:BOT]

[STANDARD:BOTS:0:0:AS_IS:DEFAULT]
[CHILD:BOTS:1:0:AS_IS:DEFAULT]
[ADMINISTRATOR:BOTS:0:1:AS_IS:DEFAULT]
[RECRUIT:BOTS:1:1:AS_IS:ADD_COLOR]
[WOODCUTTER:BOTS:2:1:AS_IS:DEFAULT]
[DEFAULT:BOTS:0:2:DEFAULT]
[FISHERMAN:BOTS:1:2:AS_IS:DEFAULT]
[MINER:BOTS:2:2:AS_IS:DEFAULT]


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Jack_Bread

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Re: Robot modding not working properly. (New title, old thread.)
« Reply #13 on: December 31, 2009, 04:18:08 am »

Yeah.
[PAGE_DIM:8:4] should be [PAGE_DIM:3:3].
[PAGE_DIM] is how large the image is based on what's entered in [TILE_DIM].

Also, you have to upload a BMP to a file hoster. Most image hosters will change the BMP into a PNG(or in Photobucket's case, a JPG).

Wiseacre

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Re: Robot modding not working properly. (New title, old thread.)
« Reply #14 on: December 31, 2009, 05:10:19 am »

Yeah.
[PAGE_DIM:8:4] should be [PAGE_DIM:3:3].
[PAGE_DIM] is how large the image is based on what's entered in [TILE_DIM].

Also, you have to upload a BMP to a file hoster. Most image hosters will change the BMP into a PNG(or in Photobucket's case, a JPG).

How did you figure out 3:3 was what I needed? How will I have to change that, if/when I expand the graphics? Also, the image was only uploaded to Photobucket to give a visual here. It is safely a bmp on my computer, and untill I get enough material to justify hosting it, anyone that wants to use it can save the image, and convert it.
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