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Author Topic: Mayday + Orcs pack  (Read 4816 times)

Thanshin

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Mayday + Orcs pack
« on: January 25, 2010, 02:25:28 pm »

After losing two forts to random CTDs on my Mayday and DigDeeper combo, I'm looking for a built pack of extra difficulty (orcs?) and graphics (Mayday?).

It would be nice to simply download a random prepacked modded version, as I hope not to use this for long (DF2010 is coming Yeah!).

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xoen

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Re: Mayday + Orcs pack
« Reply #1 on: January 25, 2010, 04:14:05 pm »

i second that.

but i'd like to LEARN how to merge DFG and DD + orcs, eventually?
« Last Edit: January 25, 2010, 04:17:21 pm by xoen »
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Thanshin

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Re: Mayday + Orcs pack
« Reply #2 on: January 25, 2010, 05:00:54 pm »

i second that.

but i'd like to LEARN how to merge DFG and DD + orcs, eventually?

Dig Deeper already has orcs.
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WünderBröt

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Re: Mayday + Orcs pack
« Reply #3 on: January 25, 2010, 05:25:43 pm »

i second that.

but i'd like to LEARN how to merge DFG and DD + orcs, eventually?

That's something I've wanted to do for awhile.

I'm sick of being sieged by wall-pillars.
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xoen

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Re: Mayday + Orcs pack
« Reply #4 on: January 26, 2010, 11:01:07 am »

i second that.

but i'd like to LEARN how to merge DFG and DD + orcs, eventually?

Dig Deeper already has orcs.

ahhh good to know, i overlooked that.
..but i am not closer to know how to properly join DFG and DD, too many files, colliding data, etc etc, not sure how to start..
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wagawaga

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Re: Mayday + Orcs pack
« Reply #5 on: January 26, 2010, 12:37:53 pm »

Somehow I have a fully working DD + mayday dwarf fortress here. The only problems is that I had to replace all fish, plants and other stuff that used graphical things - Dig deeper resett them to the ASCII tile.
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xoen

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Re: Mayday + Orcs pack
« Reply #6 on: January 26, 2010, 01:55:57 pm »

Somehow I have a fully working DD + mayday dwarf fortress here. The only problems is that I had to replace all fish, plants and other stuff that used graphical things - Dig deeper resett them to the ASCII tile.

hm, did you remove data/objects as dd is telling us to do?
such things are making me uncertain, ascii chars arent a prob;
it would be "relatively" easy to edit cfgs to set gfxes, but i am really not sure how to join all files properly as i am not sure, what status "data/objects" have in DFG(edited, default, custom?, important, not important...removable when dd is added?)?
Many questions, don't know how to start, really.
« Last Edit: January 26, 2010, 08:52:41 pm by xoen »
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ThtblovesDF

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Re: Mayday + Orcs pack
« Reply #7 on: January 26, 2010, 05:40:26 pm »

I join this motion.
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Thanshin

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Re: Mayday + Orcs pack
« Reply #8 on: January 27, 2010, 12:23:33 pm »

Argg...

I continue playing my failed mutant composition of DD and Mayday.

All goes well until it starts complaining of something about "Jade" and CTDs.

I've had some pretty amazing first seasons. I like DD quite a lot, just not enough as to play without pretty pretty tiles.
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Deon

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Re: Mayday + Orcs pack
« Reply #9 on: January 27, 2010, 02:07:48 pm »

All pretty pretty tiles are in:

1) ***.bmp file in /data/art/ which you need to copy
2) /data/init/init.txt file should link to the said ***.bmp
3) /raw/graphics folder should be replaced with the Mike Mayday's one.

Tadam! It's done.
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xoen

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Re: Mayday + Orcs pack
« Reply #10 on: January 27, 2010, 02:44:06 pm »

Argg...

I continue playing my failed mutant composition of DD and Mayday.

All goes well until it starts complaining of something about "Jade" and CTDs.


This is why i did NOT try to JUST join these two.
I was afraid of sudden problems, and i was right, i assume..

So is there anyone can lead the ..way?
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xoen

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Re: Mayday + Orcs pack
« Reply #11 on: January 31, 2010, 06:03:35 pm »

ThtblovesDF, i assume we cannot get help here...
it is rather typical.

thx, community.
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Deon

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Re: Mayday + Orcs pack
« Reply #12 on: January 31, 2010, 07:00:09 pm »

I've posted a clear answer how to merge them. I've got no replies of errors. I don't see anything wrong here, probably you have to read better or something :).
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xoen

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Re: Mayday + Orcs pack
« Reply #13 on: January 31, 2010, 07:19:14 pm »

ok, Deon, thanks for your input, but..
http://i47.tinypic.com/10xt634.jpg
so mayday universal embarking profile is not usable with such mix then, i assume?
it looks like it is only problem so far...

..now it is time to figure out how to add gfxes for creatures...then(i mean adding gfx references to existing creatures from mod, as every added being became colored dot, not ascii, uh)..
« Last Edit: January 31, 2010, 07:47:45 pm by xoen »
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Deon

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Re: Mayday + Orcs pack
« Reply #14 on: February 02, 2010, 10:40:15 am »

The embarking profile has nothing to do with graphics, from the errors it looks like your civ cannot have steel axes (or steel at all).

To add creatures, check any graphics_***.txt file. There you can see an example how to determine the bmp/png file you read from (TILE:PAGE) and how to set up creature coordinates properly (starts with 0:0 for the first tile, first number = horizontal index, second number = vertical index; professions are listed in graphics_default.txt).

P.S. Here's an example from my mod:
Code: [Select]
graphics_example

[OBJECT:GRAPHICS]

[TILE_PAGE:FALLOUT]
[FILE:example/fallout.bmp]
[TILE_DIM:16:16]
[PAGE_DIM:20:20]

[CREATURE_GRAPHICS:DEATHCLAW]
[DEFAULT:FALLOUT:12:1:AS_IS:DEFAULT]
[CHILD:FALLOUT:13:1:AS_IS:DEFAULT]

1) Look, first string is "graphics_example", it's the name of the file. You can have multiple files which define graphics, but the first line should be the same as the file name (without ".txt")

2) [OBJECT:GRAPHICS] means that this is a graphics file.

3) TILE_PAGE:FALLOUT determines where the file is and how does it look and what's its name ("FALLOUT") to refer to in this file.
  FILE: *** is a relative path to your file. Mine is in Dwarf Fortress/raw/graphics/example/ and is called "fallout.bmp".
  TILE_DIM defines dimensions of your tiles. My tiles are 16x16 pixels, thus it's 16x16.
  PAGE_DIM defines dimensions of your whole file. My "bmp" file is 20x20 tiles (thus 320x320 pixels because each tile is 16x16).

4) Then creatures follow. Each creature is started with [CREATURE:NAME], where NAME is the name of the creature. Then you list a number of states/professions of the creature (i.e. default,child,zombie/carpenter,woodcrafter etc.). Usually for creatures you need a default and a child tile (if they breed), and zombie/skeleton if they can become undead. Let's look at it closer:

[DEFAULT:FALLOUT:12:1:AS_IS:DEFAULT]

DEFAULT means that it's a default tile which is used in any case except defined later for professions etc. You can use CHILD under it to define a child tile
FALLOUT is the name of the file (defined in TILE_PAGE above).
12:1 are coordinates (so it's 13th horisontally and 2nd vertically, starting from upper left corner which is 0:0)
AS_IS is a coloring parameter, if it's AS_IS it has the exact colors of the tile, if it's ADD_COLOR, it adds a specific tint of a profession/state (blue for crafters, green for hunters etc. like in ascii), it's useful if you have a single grayscaled tile for a creature and want to have different hues for professions.
DEFAULT (last one) means a "state" or something. It may be GUARD/ROYALGUARD for military to define guards' colors; also it may be SKELETON or ZOMBIE to define those tiles.

If you have more questions, just ask.
« Last Edit: February 02, 2010, 10:54:09 am by Deon »
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