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Author Topic: [DISCUSSION] 0.31.01 modding experience thread  (Read 16219 times)

Deon

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[DISCUSSION] 0.31.01 modding experience thread
« on: April 01, 2010, 07:29:01 am »

Let's start a thread about our attempts, fails and successes in the new version.

Discuss and post questions here.

Right now I do not understand how do animal men (specified in "c_variation_default.txt") get their names.

I see this:
   [CV_REMOVE_TAG:NAME]
   [CV_REMOVE_TAG:GENERAL_CHILD_NAME]
   [CV_REMOVE_TAG:GENERAL_BABY_NAME]
   [CV_REMOVE_TAG:CASTE_NAME]
   [CV_REMOVE_TAG:CHILDNAME]
   [CV_REMOVE_TAG:BABYNAME]

but nothing about adding tag NAME etc.
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RantingRodent

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #1 on: April 01, 2010, 07:31:38 am »

Just in case someone doesn't know about this feature yet:
Spoiler (click to show/hide)
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

ILikePie

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #2 on: April 01, 2010, 07:32:32 am »

The name part could be hard coded, it just adds man/woman to the animal's name.

Spoiler (click to show/hide)
« Last Edit: April 01, 2010, 07:39:10 am by ILikePie »
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lastofthelight

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #3 on: April 01, 2010, 07:38:35 am »

Has anyone gotten any graphics mods to work with the new version yet?
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HexagonalBolts

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #4 on: April 01, 2010, 09:49:40 am »

Has anyone gotten any graphics mods to work with the new version yet?

I'm quite inexperienced and I have, but I've only got a bastardised version of RantingRodents one to work, and at an awful resolution, and it looks like ass. Someone with a bit of experience (i.e. who actually understands what the values in the init equate to) could get a decent one up in minutes.
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Grif

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #5 on: April 01, 2010, 09:59:08 am »

Yeah I really wish someone would make a repack of Mayday's tilesset like the previous one at DFFD for this version.
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userpay

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #6 on: April 01, 2010, 10:29:29 am »

I've got an old mayday tileset that I really like that for whatever reason got changed eventually, I have a feeling that I'm going to have to either get use to the newer version or get a new one entirely. We'll see when someone gets one out.
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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #7 on: April 01, 2010, 10:30:28 am »

Yeah I really wish someone would make a repack of Mayday's tilesset like the previous one at DFFD for this version.
I'm one of those people that was introduced to this game exclusively by TinyPirate tutorials. DLed and tried to run the new version; I was hopelessly lost. :( I hope mayday is rendered into a working state soon too.

I'm actually pretty good with pixel art - having grown up on Windows 3.1, I played around in Paint a lot, for kicks. If someone who understands the coding part were able to tell me what new tiles are needed, I'd be happy to fill in the gaps while emulating the Mayday style.
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RantingRodent

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #8 on: April 01, 2010, 12:32:24 pm »

I'm going to do my best to get my pack updated for 0.31 by the end of the weekend. I have some old bugs to squash as well as figure out how to handle the Traction Bench tile, might have to move something around to make room for that.
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

Uthric

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #9 on: April 01, 2010, 03:45:09 pm »

im all ready missing my no eat no sleep no drink speed 0



i want to see this stuff for the lulz BUT NOOOOO


i allso want maydays tiles to be up dated nows
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shaedys

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #10 on: April 01, 2010, 04:00:03 pm »

http://df.magmawiki.com/index.php/DF2010:Tileset
Mayday's tileset should be updated.
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Greiger

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #11 on: April 01, 2010, 04:01:39 pm »

My first successful mod of DF2010...

Spoiler (click to show/hide)

Belive it or not that seems to be working and only took one try.  The only oddity I discovered so far is that once they heat up they refuse to cool down.  Rather funny in arena mode when they occasionally emit little puffs of boiling goblin blood.
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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tfaal

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #12 on: April 01, 2010, 04:02:53 pm »

Right now I do not understand how do animal men (specified in "c_variation_default.txt") get their names.
Each creature has it's own definition in the raw files, even if they are defined from a template. Cave fish men, for instance, are in creature_ subterranean. The template doesn't define an animal man for each species, it simply makes animal man raw files shorter. Also, Greiger, that sounds like a bug with the game itself. You should probably report it to Toady.
« Last Edit: April 01, 2010, 04:04:28 pm by tfaal »
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

Lofn

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #13 on: April 01, 2010, 04:17:13 pm »

I've modded in Skaven and their respective entity positions, so I've been messing around with the military structure, it's quite tempramental.  The tissue system is frigging beautiful once you get an idea for how it works, very powerful and useful, though I can't seem to iron out some kinks with an exploding fuel cell bodypart I've been fiddling with.

Had anyone played with the custom workshops yet?


I really want to see what happens when I hit adamantine - if the peasant king is still in effect, thirteen nobles demanding royal rooms might show up all at once.  Sadly Reveal doesn't work for this version yet and I haven't managed to hit it by accident.
« Last Edit: April 01, 2010, 04:22:04 pm by Lofn »
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Warlord255

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #14 on: April 01, 2010, 04:47:00 pm »

Alas, alack, I have a Mac, and so I've only been able to tinker with the raws in theory. That said, I am rather stunned... the wiki's going to be a hell of a venture.
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