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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241938 times)

Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5655 on: March 18, 2011, 11:14:52 pm »

How strong are dragon raptor bones? I have a choice of wearing a dragon raptor bone breastplate or a <<dog leather armor>>.
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GaxkangtheUnbound

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5656 on: March 18, 2011, 11:21:33 pm »

It's quite easy to update Genesis to 3.21. The main differences are such:
Change the mead reaction a tad(see file changes.txt for more info)
Replace the [VERMINHUNTER] tag with the updates* (File Changes.txt)
Add [DO_NOT_CLEAN_GLOB] to wax.
Add [STOCKPILE_GLOB_PRESSED] to wax(This may have been done, I can't remember)

*The creatures are Niths, Cats, and Ferrets, I believe.
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Jeoshua

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5657 on: March 19, 2011, 05:38:58 am »

I think Ferrets were supposed to be vermin hunters that DON'T end up adpoting you as pets... at least that's how I modded them to be.  They do a cat's job, without adopting the butcher who is just trying to control their population.
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Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5658 on: March 19, 2011, 05:53:05 am »

Can somebody upgrade the current Genesis into 31.21 and upload it? I tried to, but I failed horribly and now nothing has graphics.
« Last Edit: March 19, 2011, 06:09:05 am by Angel Of Death »
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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5659 on: March 19, 2011, 08:19:19 am »

Can somebody upgrade the current Genesis into 31.21 and upload it? I tried to, but I failed horribly and now nothing has graphics.
Did you remember to move everything in the graphics folder as well?

Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5660 on: March 19, 2011, 08:20:04 am »

Can somebody upgrade the current Genesis into 31.21 and upload it? I tried to, but I failed horribly and now nothing has graphics.
Did you remember to move everything in the graphics folder as well?
Yes, I forgot to change the init settings to using graphics. I still haven't changed the tags and things, though.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5661 on: March 19, 2011, 08:21:25 am »

Did you really miss the TomiTapio's upload a page back? It's a .21 update.

http://www.bay12forums.com/smf/index.php?topic=52988.msg2080027#msg2080027
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Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5662 on: March 19, 2011, 08:22:41 am »

Did you really miss the TomiTapio's upload a page back? It's a .21 update.

http://www.bay12forums.com/smf/index.php?topic=52988.msg2080027#msg2080027
Oops, I have pathetic eyesight.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5663 on: March 19, 2011, 08:23:06 am »

Nah, I guess there's so many stuff going on that it's hard to notice :).
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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5664 on: March 19, 2011, 08:26:44 am »

Perhaps you should put that in the first post, listed as an unofficial update?

TheIcelandicManiac

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5665 on: March 19, 2011, 09:00:39 am »

You sirs Deserve some good music.

http://www.youtube.com/watch?v=wFzxo-XI8As&feature=related


umm any chance i can change the amount of century bowmen that come at the first seige?

Spoiler (click to show/hide)

Could you maybe Awnser this for me?
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noppa354

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5666 on: March 19, 2011, 09:41:34 am »

Hey I know this is offtopic but... how does the game know which tiles to use in the graphical mode if there are 10 different bitmaps for it to pick them from? I'm trying to make a race of... half-dragons, I guess you could call them? I can't figure out how to make sure it uses the right graphics for them, I don't want it to take from one of the elf bitmaps, for example, when I'm trying to get it to use a new graphic for them. Can anyone help me?
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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5667 on: March 19, 2011, 10:23:03 am »

It's at the very top, for example...

[TILE_PAGE:PHOEBUS_D]
   [FILE:phoebus/dwarves.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:12:22]

GaxkangtheUnbound

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5668 on: March 19, 2011, 10:33:38 am »

Funky. I converted it over to .21, and it crashes whenever I try to get a quest from somebody.
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myrkul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5669 on: March 19, 2011, 10:37:57 am »

Hey I know this is offtopic but... how does the game know which tiles to use in the graphical mode if there are 10 different bitmaps for it to pick them from? I'm trying to make a race of... half-dragons, I guess you could call them? I can't figure out how to make sure it uses the right graphics for them, I don't want it to take from one of the elf bitmaps, for example, when I'm trying to get it to use a new graphic for them. Can anyone help me?

Using Deon's graphics_example.txt, (to keep it semi-on topic, I suppose) You'll find these lines at the head of the dwarven entry:
Code: [Select]
[TILE_PAGE:DWARVES]
[FILE:dwarves.bmp]

[TILE_DIM:16:16]

[PAGE_DIM:12:19]

And these lines at the head of the elf entry:
Code: [Select]
[TILE_PAGE:ELVES]

[FILE:sylvan.bmp]

[TILE_DIM:16:16]

[PAGE_DIM:9:4]


Those lines tell the game, in order: 1. that there's a new race entry, and it's name. 2. the name of the file to use (stored in the same folder) 3. the size of the images for each of the entries, and 4. the over-all size of the file (Important probably to prevent crashes, Armok knows DF has enough of those already)

To define a graphics entry, you make a line like this:   [MINER:DWARVES:0:1:AS_IS:DEFAULT] The first tag tells DF what job the tile is for, the second one tells it which graphics file to use, the next two tags tell it which tile to use from that file, in standard x,y. In this example, the miner uses the first tile (0) of the second row (1). Remember that computers like to start counting from 0, and you should be fine. The other two tags, tbh, I have no clue of their function, but since they're always :AS_IS:DEFAULT, you shouldn't need to worry about that. I *think* they change the color, but I don't feel like messing around with it to find out.

Just make sure your new race image is laid out in the same way as the dwarf one, copy the dwarf entry, and change all the references to DWARVES to your new race name, and the image file name to your new image, and Voila. A side-note: If you are on linux, or you want your mod to work with linux, make sure the filenames match up EXACTLY, case and all. Linux will choke on trying to find orcs.png if the filename is orcs.PNG *nudge, nudge, deon*

fakedit: Ninja'd, but keeping it 'cause mine's more detailed.
« Last Edit: March 19, 2011, 10:40:29 am by myrkul »
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