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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1245492 times)

TomiTapio

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Guys, just a question, how satisfying is this to play as adventurer mode?  I am currently playing the wanderer mod.  I really enjoy the crafting system.  Does this work with a graphic toolset?
OldGenesis comes in three flavors: ascii tiles, old Ironhand tiles, and old Phoebus tiles.
They may be compatible with current Ironhand and Phoebus tileset versions, depends if the tileset authors moved things around.

A bit older crafting system, by Deon. But I have added vocalizations to lots of creatures, so your adventurer will text-hear birds and bandits and farting peasants.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Hey Deon can you help? I'm trying to port from .15 to .24.

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_tropical_new.txt"
HYENA BP Add Type GELDABLE Was Not Used
JACKAL BP Add Type GELDABLE Was Not Used
undefined local plant material set to default: ELM SEED
undefined local plant material set to default: CONIFER_YEW NEEDLE
*** Error(s) finalizing the creature WORM
undefined local creature material set to default: WORM BONE
*** Error(s) finalizing the creature GNOME_DARK
undefined local creature material set to default: GNOME_DARK THREAD
*** Error(s) finalizing the creature FAEDOG
undefined local creature material set to default: FAEDOG THREAD
*** Error(s) finalizing the creature GNOME_MOUNTAIN
undefined local creature material set to default: GNOME_MOUNTAIN THREAD
*** Error(s) finalizing the creature NITH
undefined local creature material set to default: NITH THREAD
*** Error(s) finalizing the creature SATYR
undefined local creature material set to default: SATYR THREAD
*** Error(s) finalizing the creature BUFFALO
undefined local creature material set to default: BUFFALO THREAD
*** Error(s) finalizing the creature CAMEL
undefined local creature material set to default: CAMEL THREAD
*** Error(s) finalizing the creature CHIMPANZEE
undefined local creature material set to default: CHIMPANZEE THREAD
*** Error(s) finalizing the creature GAZELLE_DAMA
undefined local creature material set to default: GAZELLE_DAMA THREAD
*** Error(s) finalizing the creature DEER
undefined local creature material set to default: DEER THREAD

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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Putnam

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The error there was added in 0.40.24 and is pretty self explanatory. The material mentioned there is not defined.

TomiTapio

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So I added
   [ADD_MATERIAL:THREAD:THREAD_TEMPLATE]
to all the
   [ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
having creature mat bundle templates.
Nope, didn't help. a bloody spammy change, all things nagging about default material names.

Do I really need to patch 200+ creatures?
I got regular leather critters, furmammal critters giving pricy furs, toughleather, demonleather, dragonleather... and thinskin-leather(suede) from puny animals like elves.
Spoiler (click to show/hide)
« Last Edit: January 15, 2015, 07:50:22 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

HooliganintheFort

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Any news about the new update of this mod? If it's coming soon?
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TomiTapio

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Any news about the new update of this mod? If it's coming soon?
Just played 90 minutes. I have a new pc, which might be 100% faster than my previous one.

OldGenesis needs 2+ hours of patching (spams the errorlog), but it's fully 0.40.24 playable right now.
If anyone wants to play .24 Ironhand or help with the creature material errors, link: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand_beta.zip
(first need to fix Ironhand, then copy its changes to ascii and Phoebus tilesets. I have spent much time with the tile choices because TREES and PLANTS.)

Edit:
adding [ADD_MATERIAL:THREAD:THREAD_PLANT_TEMPLATE] to body detail plans seems to fix the bloody thread nagging. Next up, bone nagging of invertebrates...
(vanilla does not have an animal thread material. neither does OldGen.)

Edit 2015-03-12 morning:
got all the material nagging errors patched. took 5-6 hours. Next task, test, and copy 100+ changes with WinMerge to phoebus and ascii versions...
« Last Edit: March 12, 2015, 03:16:55 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

HooliganintheFort

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It's here!  :)
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TomiTapio

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~´´~ Vomit fruit bits at my white granite table? OldGenesis 40.24 has come! ~´´~

Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand.zip
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Phoebus.zip
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_ascii.zip

2015-03-16:
- updated to the mighty shiny DF 0.40.24. Took a lot of hours, since new error messages revealed loads of HAIR and FAT nagging.
- trying [USE_MATERIAL_TEMPLATE:HAIR:HAIR_YARNABLE_TEMPLATE] on the wool / yarn creatures.
So there's two HAIR material now, common non-threadmaking (too short or fragile hairs), and rare yarnable on a few animals.
- added [USE_MATERIAL_TEMPLATE:GIZZARD:GIZZARD_TEMPLATE] to all creatures that don't use a prepackaged body mat list. stupid nagging. They don't have gizzards. Do they use a standard tissue list.
- much GELDABLE. Go go gadget unicorn gelder!
- since chitin is used in forgotten beasts, they lack TANNED_CHITIN and the game nags.
I split chitin into vanilla chitin for FBs and TANNED_CHITIN_TEMPLATE (which outputs and requires TANNED_CHITIN) for OldGen critters.
« Last Edit: March 16, 2015, 04:29:17 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

LuRockz

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Oh man, just seeing this mod updated to 40.24 has put a stupid grin on my face.
I'll swap lines of text and dragon drop files for 2-5 hours to get it to work, unfortunately I'm not skilled enough, is there any way to apply it to Mac OS X DF?
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TomiTapio

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Oh man, just seeing this mod updated to 40.24 has put a stupid grin on my face.
I'll swap lines of text and dragon drop files for 2-5 hours to get it to work, unfortunately I'm not skilled enough, is there any way to apply it to Mac OS X DF?
Yeah everything breaks if you put 40 files on top of old 40 files. Must remove the old "raws" first.
The init files and artwork and raw/objects should work fine. remove all files from objects folder and graphics folder, and then put the OldGenesis corresponding files there. init files tell the game to use the graphics and tileset.
More help: how to install a mod. http://www.bay12forums.com/smf/index.php?topic=79375.0
« Last Edit: March 20, 2015, 05:14:08 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Vanilla DF: dog, cat.
OldGenesis DF: spaniel, dog, bulldog, mastiff, fae[rie] dog (extra speed), cat, large cat, swamp cat.

Vanilla DF: pine, birch, walnut make equally valuable furniture.
OldGenesis DF: pine and birch are poor, you should charcoal them. Make furniture and weapons of beech, maple, walnut, teak, ebony...
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

LuRockz

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Oh man, just seeing this mod updated to 40.24 has put a stupid grin on my face.
I'll swap lines of text and dragon drop files for 2-5 hours to get it to work, unfortunately I'm not skilled enough, is there any way to apply it to Mac OS X DF?
Yeah everything breaks if you put 40 files on top of old 40 files. Must remove the old "raws" first.
The init files and artwork and raw/objects should work fine. remove all files from objects folder and graphics folder, and then put the OldGenesis corresponding files there. init files tell the game to use the graphics and tileset.

I was always replacing the files, I didn't know you had to remove them first. I followed your instructions and without failure, it worked! Thank you for the help and your legendary effort of keeping this mod alive.
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mcolombe

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Nice to see another good mod updated to 4.24. Well done to everybody involved in both the creation of this mod and the updating. cheers guys.
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Deon

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I am involved only in the original mod creation. All praise should go to TomiTapio :).
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

mcolombe

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Well Deon,well done to you for starting it off and well done to TomiTapio for updating it. I take of my hat to the both of you. As masterwork is being redone at the moment, i decided to give this mod a go and it is very fun indeed. The only one glitch i have seen is in my current fortress, the dwarves are not taking food to the food stockpiles, so i have had to get the dwarve to 'dump' them into the food stockpiles. Otherwise everything else seems to be working great.
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