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Author Topic: DFLang: generate realistic language raws, every time.  (Read 75471 times)

Chromasphere

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Re: DFLang: generate realistic language raws, every time.
« Reply #105 on: March 17, 2011, 11:15:25 am »

Excellent!!  I'm greatly anticipating your next release.
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Lysabild

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Re: DFLang: generate realistic language raws, every time.
« Reply #106 on: March 17, 2011, 07:15:33 pm »

Excellent!!  I'm greatly anticipating your next release.

Same ^^
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Bohandas

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Re: DFLang: generate realistic language raws, every time.
« Reply #107 on: April 05, 2011, 06:26:33 pm »

I like to make my own groups of seed words for custom languages and Thre's something about the prep work for using this program that I've been wondering about:

Is there any easy way to type in the weird accented characters without actually copying and pasting them from somewhere else. I know that DF and DFLang use an unsusal font and that as a result simply adding them in in the Insert Symbol dialog box in MS Word won't work because most fonts aren't compatible. So how do i do this?
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Andux

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Re: DFLang: generate realistic language raws, every time.
« Reply #108 on: April 06, 2011, 12:54:06 am »

Is there any easy way to type in the weird accented characters without actually copying and pasting them from somewhere else. I know that DF and DFLang use an unsusal font and that as a result simply adding them in in the Insert Symbol dialog box in MS Word won't work because most fonts aren't compatible. So how do i do this?

You could add the accented characters as you normally would, then convert your saved text file using recode (available as part of UnxUtils on Windows).
Code: (Will convert FILE.TXT to the DF charset.) [Select]
recode latin1/CR-LF..CP437/CR-LF file.txt
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Chromasphere

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Re: DFLang: generate realistic language raws, every time.
« Reply #109 on: June 21, 2011, 05:16:14 am »

Any updates on how it's going with the Variable-Order Markov Model ?

I've been wondering how the rewrite is going (if it's going) and eagerly anticipating your next release Igfig.
« Last Edit: June 21, 2011, 05:22:34 am by Chromasphere »
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Igfig

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Re: DFLang: generate realistic language raws, every time.
« Reply #110 on: June 22, 2011, 03:10:53 pm »

I'm afraid it's not actually going right now.  I always have a lot of other things going on, and finishing incomplete things tends to take priority over rewriting complete ones.

If I do ever release Version 2, it'll probably be without warning at the moment you'd least expect it.

A Spoony Bard

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Re: DFLang: generate realistic language raws, every time.
« Reply #111 on: June 22, 2011, 05:05:01 pm »

I generated a language file based from the entire TVtropes page on dwarf fortress and got
   [T_WORD:BARRICADE:Fun]
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612DwarfAvenue

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Re: DFLang: generate realistic language raws, every time.
« Reply #112 on: June 22, 2011, 06:34:00 pm »

I'm afraid it's not actually going right now.  I always have a lot of other things going on, and finishing incomplete things tends to take priority over rewriting complete ones.

If I do ever release Version 2, it'll probably be without warning at the moment you'd least expect it.

No rush :). Looking forward to Version 2.
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Lysabild

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Re: DFLang: generate realistic language raws, every time.
« Reply #113 on: June 22, 2011, 06:43:26 pm »

I'm afraid it's not actually going right now.  I always have a lot of other things going on, and finishing incomplete things tends to take priority over rewriting complete ones.

If I do ever release Version 2, it'll probably be without warning at the moment you'd least expect it.

No rush :). Looking forward to Version 2.

Indeed, <3.
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Chromasphere

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Re: DFLang: generate realistic language raws, every time.
« Reply #114 on: June 23, 2011, 09:26:34 am »

I'm afraid it's not actually going right now.  I always have a lot of other things going on, and finishing incomplete things tends to take priority over rewriting complete ones.

If I do ever release Version 2, it'll probably be without warning at the moment you'd least expect it.

Thanks, I was just curious.  Looking forward to it when it does come out.
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GreatWyrmGold

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Re: DFLang: generate realistic language raws, every time.
« Reply #115 on: July 02, 2011, 09:22:29 pm »

I have no idea how to use this...Help?
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Igfig

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Re: DFLang: generate realistic language raws, every time.
« Reply #116 on: July 03, 2011, 10:59:15 am »

What's your problem, exactly?  Most of the workings of the program should be pretty self-explanatory, and the ones that aren't are in the readme.

Are you having trouble just starting it up?  DFLangWin.exe is the program itself.  To generate a language, all you need to do is specify a "language file"--that is, a text file containing a bunch of words from the language you want to imitate.  Then click "Generate Language!" and a properly-formatted raw file should appear in the DFLang folder.

GreatWyrmGold

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Re: DFLang: generate realistic language raws, every time.
« Reply #117 on: July 03, 2011, 06:20:46 pm »

So, I make a partial language file, select it in DFlang, and tell it to generate a language?
How do I use the root thing?
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Igfig

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Re: DFLang: generate realistic language raws, every time.
« Reply #118 on: July 04, 2011, 03:22:04 pm »

Uh... no.  Well, the second part, yes.

I really ought to clean up the terminology I'm using.  By "language file", I mean "file containing a sample of the language", not "DF language raw file."  That is, the file's contents should look like this:
Spoiler (click to show/hide)

and not like this:
Spoiler (click to show/hide)

You make one of those files, select it in DFLang, and tell it to generate a language.  You can find some examples of these files in DFLang/languages.

To make a roots file: start as if you were generating a language, but check the box next to "Use symbol file" and click "Generate Roots!".  A file will appear in DFLang/languages called "<something>_roots.txt"; inside you'll see a list of all of the symbols in DF matched up with short strings of letters.  These shorts strings are roots for the language you're about to generate.

Back in DFLang, check the box next to "Use roots file" and make sure you have the correct file selected.  If you generate a language now, whenever DFLang generates a word that contains one of those roots, it'll try to assign it a meaning that belongs to that root's symbol.  If ARTIFICE's root is "kal", and DFLang generates the word "mikalit", it'll try to make that word mean DAGGER or BOAT or CLASP or some other artifice-related concept.

Also: While I was answering this question, I found a little bug.  Expect it to be fixed in a day or two.

brenneman

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Re: DFLang: generate realistic language raws, every time.
« Reply #119 on: July 06, 2011, 06:22:46 am »

I wrote a long flowery (in the Toady sense) post about how great this was, but in the end I decided to keep it simple: Igfig, you rock.
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