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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1245687 times)

Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
« Reply #225 on: April 13, 2010, 04:14:14 am »

Go to /data/init/init.txt and change GRAPHICS:NO to GRAPHICS:YES.

Note that I haven't made a character set for this so you can use any, the wiki has a huge list of avaliable character sets.

If you have troubles making it to work, I can upload all necessary files for you to use.
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EuchreJack

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
« Reply #226 on: April 13, 2010, 05:16:41 am »

Currently dealing with trying to convert your widescreen to my fullscreen.  Seems to corrupt the game whenever I load a fortress.

Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
« Reply #227 on: April 13, 2010, 05:28:43 am »

It shouldn't. Make sure your FULLGRID_SIZE is appropriate.

Also here's the WIP on golem tiles:



Blck opal, amethyst, sapphire
Ruby, emerald, turquoise
Topaz, -, diamond
« Last Edit: April 13, 2010, 05:33:41 am by Deon »
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jayseesee

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
« Reply #228 on: April 13, 2010, 05:39:11 am »

Looks nice!
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I'd do that, but I don't think dwarves have words for "fair" or "logical".

EuchreJack

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
« Reply #229 on: April 13, 2010, 05:42:03 am »

What is the gridsize of the graphics set?

Any advice on setting FULLGRID_SIZE?

FULLGRID_SIZE has always confused me (and in fact is the main reason my LP of Dwarf Fortress never got off the ground).

EDIT: Ok, further experimentation shows the problem has nothing to do with Genesis mod and everything to do with my computer not wanting to play graphics mode on Full Screen.

Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ Graphics ϟ]
« Reply #230 on: April 13, 2010, 05:56:11 am »

One tile is 16x16. Divide your X and Y of your resolution by 16 and you get the full grid size for X and Y.
So if you have 1024x768, your fullgrid_size will be 64x48; or if you have 1280x1024, your fullgrid_size will be 80x64.
« Last Edit: April 13, 2010, 05:57:53 am by Deon »
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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #231 on: April 13, 2010, 06:20:55 am »

Version 1.1 is Released

I've decided to upload 1.1 now because I cannot work on it today anymore. It has new golems and 2/3 of new underground critters' graphics. Also it has rabbit and mammoth graphics fixed plus FACE_TENTACLES bodypart is renamed to allow full compatibility with Succubus mod.

Get it, guys! :)

It won't cause any errors if you unpack it in your save folder from 1.0 because it's compatible. You just won't get new golems if you play the 1.0 version save.
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Lobos

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #232 on: April 13, 2010, 10:25:24 am »

This mod is sweet. I got swarmed by nords because I killed their leader, never has a fight been more difficult to survive.
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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #233 on: April 13, 2010, 10:47:39 am »

Poor nords :P. Why did you kill him.

Anyway, I lied that I don't have a time today to develop the mod. Well I am tight on time, but I want to do it :P.

I plan to add more "cosmetical" workshops. Right now I have a gaming board (requires 4 chairs and a new toy "'Human Fortress' tabletob game"), a chess table (requires 2 tables and a new toy "chessboard"), rockball (which actually trains throwing, it depicts a game where a dwarf tries to throw a boulder into an urn), gateball (a huge field, looks like a football field; because we cannot make group reactions which require a few dwarves yet there's no possibility for matches, but maybe someone wants a gaming field in their fortress for cosmetic reasons) and an obstacle course (actually trains dodging).

Gaming table:


Chess table:


Rockball:


Gateball:


Obstacle course:


I accept any suggestions on workshops for 1.2. Also I will use Crematorium by Lazureus.


« Last Edit: April 13, 2010, 10:49:37 am by Deon »
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Grax

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #234 on: April 13, 2010, 10:55:18 am »

I accept any suggestions on workshops for 1.2. Also I will use Crematorium by Lazureus.


Hehe, add a reaction there that makes "dwarf cinder dust" into the flask. ;-)
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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #235 on: April 13, 2010, 10:59:19 am »

Actually it gives ashes from corpses. Now you can get useful stuff from dead vermin your cats leave all over the place. Just make a dwarf with a custom profession "cremator" and appoint him to the crematorium :).

I am not sure about adding too many "graphical" workshops, but I could make a separate module for those who like it.

I mean workshops which do small things or nothing, like:
Philosopher's garden

Trains Concentration ("Meditate")/ Judge of intent ("Debate with yourself") skills :P.

What do you think?
« Last Edit: April 13, 2010, 11:01:02 am by Deon »
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Grax

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #236 on: April 13, 2010, 11:06:13 am »

Actually it gives ashes from corpses. Now you can get useful stuff from dead vermin your cats leave all over the place. Just make a dwarf with a custom profession "cremator" and appoint him to the crematorium :).
;D

By the way, have you got an info about how the HFS critters/demons are generated - legs/eyes/tags/etc?
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Deon

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #237 on: April 13, 2010, 11:09:36 am »

It's hardcoded so I will have to replace "&" to look as some unidentifiable demon :).

Sadly there's no direct way to influence HFS demon types.
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A Dwarven Smokeologist

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #238 on: April 13, 2010, 11:10:33 am »

Do it Deon!

I like the idea of custom//graphical workshops that I need to build areas for, ensures my base keeps expanding :P
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Grax

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Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ 1.1 ϟ]
« Reply #239 on: April 13, 2010, 11:11:07 am »

It's hardcoded so I will have to replace "&" to look as some unidentifiable demon :).

Sadly there's no direct way to influence HFS demon types.
Fck.  :(
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