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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431856 times)

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5190 on: February 04, 2012, 05:49:24 pm »

There is winmerge and beyond compare. You can load the new and old raw into it, and you will be shown the difference in them.

But that is not as.. automatically... as what you asked for.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5191 on: February 04, 2012, 05:54:09 pm »

That might work, or at least be a step in the right direction.  I guess it just struck me as something that would be really simple and had to have been thought of already.  But I'm not a programmer by any means (my greatest programming achievement was a crappy TI-83 game) so I suppose I don't really know.

Anyway thanks!  I'll start looking from there.
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5192 on: February 04, 2012, 06:03:16 pm »

*Shudders* Looks like I'll be doing all my porting by hand (the aforementioned alter vanilla raws by hand)

Good thing most of my mod is stand-alone. And the changes I have done are fairly simple.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5193 on: February 04, 2012, 06:05:05 pm »

There's a "DF mod manager" that still does that.

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5194 on: February 04, 2012, 06:22:58 pm »

There's a "DF mod manager" that still does that.
* Greiger pokes at it.
* Greiger tries feeding it his mod.

Impressive.  I approve.   Thank you Valdemar and thank you Putnam for pointing this out.  When I rule the world I will allow you to live.
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Im_Not_Pinkie_Pie

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5195 on: February 04, 2012, 10:01:18 pm »

I had an idea for adding a "machine" variable to the "surrounding morality" part during world gen and embark options. Essentially I wanted to add mechanical/golem creatures and have them only appear in locations that fell within "Machine - B/N/S."

How big a project would this likely become? (Even if all I did was edit a save to change G/N/E into machine after the fact) Would this require a great deal of coding?
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5196 on: February 04, 2012, 10:03:32 pm »

I had an idea for adding a "machine" variable to the "surrounding morality" part during world gen and embark options. Essentially I wanted to add mechanical/golem creatures and have them only appear in locations that fell within "Machine - B/N/S."

How big a project would this likely become? (Even if all I did was edit a save to change G/N/E into machine after the fact) Would this require a great deal of coding?
Hard Coded sorry mate. Unless you mean make golems show up in evil/good/savage and machines in good/evil/savage then yes
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5197 on: February 04, 2012, 10:03:47 pm »

You would need to edit the source code or replace savagery/evilness with machinery ENTIRELY.

Deon is planning something like that for Wasteland.

Nil Athelion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5198 on: February 04, 2012, 11:21:27 pm »

Okay, so still making dinosaurs.  Dromaeosauridae family at the moment.

But I can't figure out the claws on the feet / using them as an attack.

I think that it's a problem with the claws, which causes a problem with the attack, but I can't measure whether there are toeclaws outside of the missing attack.


There's a lot of my notes in this, let me know if those are causing problems.

Spoiler (click to show/hide)
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5199 on: February 04, 2012, 11:26:11 pm »

Add a attack that uses the nail, and scratches. See the dwarf as an example, he has one.

Your main problem will be:  [BODY_DETAIL_PLAN:STANDARD_MATERIALS] This means that his claws (nails) are made of quite weak material. You should consider adding a custom material template, called: "super epic ironlike tough claws for dinosaurs you know"  And making a new body detail plan for them. A copy of the standart one, just with the new name for nails.

This way you can add any material values to the scratch/claw attack, since they can use iron/steel-grade nails.

Hope this is not too confusing.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Nil Athelion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5200 on: February 05, 2012, 12:33:58 am »

Thanks Meph - it isn't really that confusing.

This is not the right attack?  As noted in the raw file, I did copy it over from the dwarf RAW.
Spoiler (click to show/hide)

Anyway, I'd much rather modify the contact percentages, penetration, and velocity of the attack, or modify the physical attributes of the dinosaur than use some sort of uber-claw.  But even with that, to be perfectly frank, there's no reason why a raptor should be able to stab through metal armor.  There's simply no adaptation there.  We aren't going for uber-claw, we're going for historically-accurate claw.

This mod isn't so much to create challenging creatures as it is to replace DF's native [mundane] creatures with [mundane] creatures from the cretaceous period.  All that back-ground wild-life.  There's still going to be dragons and rocs and hydras running around in the background, and I expect people to plug in whatever mods cause invasions from orc, frost giants, or flying, adamantine, trapavoiding, golems.  This is just a wild-life mod.  Okay, maybe changing the wild-life from giant cheetahs to t-rexs might constitute a difficulty jump (or not - weaponization is fun)?  But this is dwarf fortress, and dwarf fortress, like life, isn't built with balance in mind.

I just wish I could get the dromaeosaurids to jump on something, latch their claws on, and then devour them while they still live.  Because Raptor Prey Restraint (RPR) is cool.
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5201 on: February 05, 2012, 12:40:29 am »

Code: [Select]
isn't built with balance in mind.
But mods might be ;)

Anyway, the attack is the right one. If you want latch-and-devour, have a look at the giant cave spider raws. next_underground.txt or _subterranean.txt. They paralyze their prey, and if someone is unconsciouss the combat system always goes for a strike to the head, killing the opponent. Maybe you can built up from that, for the bigger creatures that can eat dwarves whole. (not the eating, but the insta-kill)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Nil Athelion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5202 on: February 05, 2012, 12:52:45 am »

Code: [Select]
isn't built with balance in mind.But mods might be ;)
True enough.  I guess I'm more of a simulationist bent.  I mean, it's not like I can write the cretaceous into minecraft or skyrim with any degree of detail.  This game gives a lot of freedom.

Anyway, the attack is the right one. If you want latch-and-devour, have a look at the giant cave spider raws. next_underground.txt or _subterranean.txt. They paralyze their prey, and if someone is unconsciouss the combat system always goes for a strike to the head, killing the opponent. Maybe you can built up from that, for the bigger creatures that can eat dwarves whole. (not the eating, but the insta-kill)
Okay, so if the attack is the right one... why doesn't it show up in the Arena?  They only bite at each other.

Here's part of the error log, if that helps.  I can't figure out what's going wrong from it and looking at the raw.
Spoiler (click to show/hide)
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5203 on: February 05, 2012, 01:06:24 am »

You are either missing the DINO_FEATHER_TEMPLATE... in the material_template.txt OR you have a typo, a missing ] in the raw somewhere.

The scratch does not work because of this:
DEINONYCHUS:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added

The claw has no material and tissue, therefore the attack using the claw is not used. The BPs stands for BodyParts
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Nil Athelion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5204 on: February 05, 2012, 01:37:08 am »

You are either missing the DINO_FEATHER_TEMPLATE... in the material_template.txt OR you have a typo, a missing ] in the raw somewhere.
Fiddled around, still not working.  Here's the parts where the problem should be.  Might just be a tissue-material-template-something misunderstanding.

From my creature raw:
Spoiler (click to show/hide)

From the custom tissue_template_dino file:
Spoiler (click to show/hide)

There's a body detail plan for dinos, which is empty, and a body_dino file, which is probably irrelevant.

Can you see the mistake?  I keep trying and failing.

There's the latest error log:
Spoiler (click to show/hide)

Argh... X_X
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