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Author Topic: PerfectWorldDF world creator utility v.1.9  (Read 448607 times)

paxy97

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #585 on: February 18, 2014, 06:49:39 am »

Is this program open source?
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Dragula

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #586 on: March 13, 2014, 11:52:01 am »

I've been trying to turn Scandinavia into a map but it just turns what should be land into water, and what should be water into land. :(
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Zavvnao

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #587 on: March 13, 2014, 04:38:22 pm »

and I cannot find that world map someone made before.
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cephalo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #588 on: March 14, 2014, 10:38:47 am »

I've been trying to turn Scandinavia into a map but it just turns what should be land into water, and what should be water into land. :(

Most paint programs have a command for inverting the colors of bitmaps. That should take care of that.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Ddynamo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #589 on: June 11, 2014, 07:14:20 pm »

Excuse me, I'm a bit stupid.

How exactly do I do this....I can't use any parameters. I tried following the instructions but I'm stupid/lazy

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cephalo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #590 on: June 11, 2014, 09:50:34 pm »

Import the world gen file first. Those fields should not be greyed out.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Ddynamo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #591 on: June 12, 2014, 06:40:06 am »

Still grey.

First I downloaded perfect World (and extracted it all)

Then I replaced the WorldGen file with the one in the link

Then I ran it and made a map using the all of the tabs

I exported it, and then imported it.

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cephalo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #592 on: June 12, 2014, 09:01:24 am »

You have to import the world_gen.txt file that it is in your df**/data/init folder. PWDF works by modifying that file. See the DF wiki for advanced world gen to see what that file can do in DF. You'll want to know all about it to get the most out of PerfectWorldDF.

This file is something different from the WorldGen.xml file, which is a slightly confusingly named file that PWDF uses to match a particular version of DF. It's purpose is that when a new DF comes out, no code changes are needed to handle new world gen tags and so forth.  Someone just has to add the new tags to this xml file.

Got it?

EDIT: Also, import and export means in and out of PerfectWorldDF. So when you import the world_gen.txt, you are copying it to PW from DF. When you  export it, you copy the modified file to DF from PW. So the process is, get the file from DF, modify it, and then send it back to DF.
« Last Edit: June 12, 2014, 09:11:55 am by cephalo »
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Ddynamo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #593 on: June 12, 2014, 10:56:23 am »

Spoiler: Warning MASSIVE (click to show/hide)
Looks a bit like Australia........wait until you see the evil map. Also, why the hell is there such a massive lake in the middle of the primary mountain. I didn't put that there.

« Last Edit: June 12, 2014, 11:32:40 am by Ddynamo »
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cephalo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #594 on: June 12, 2014, 01:33:52 pm »

That lake is awesome! It has a nose and two eyes made out of desert. It's like the whole world is the carcass of a defeated god.

If I were you, I would add a touch more noise to it. Then again, I just like noise.

EDIT: Also, the good/evil mechanics are kinda strange. Any number in the large region count greater than zero is likely to affect the ocean. In this case it made your ocean evil and your main mountain range good. Personally, I like to increase the amount of medium good/evil regions and have the largest regions at zero so they remain neutral.
« Last Edit: June 12, 2014, 01:42:36 pm by cephalo »
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Ddynamo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #595 on: June 12, 2014, 02:14:14 pm »

Yeah, I've since regenerated the world with large good and evil set to 0.

Lack of neutral mountains meant dwarves didn't generate, and no dwarves meant no fortress mode. Every thing else is the same though, since I kept the seed. including the lake. The lake is inhospitable though, it's scorching hot with no trees. It belongs to the elven filth anyway, so I don't want it. Still, I don't know what is going on with that lake. Got a pretty big river flowing out of it too.
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Timeless Bob

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #596 on: June 21, 2014, 03:33:04 am »

Yeah, I've since regenerated the world with large good and evil set to 0.

Lack of neutral mountains meant dwarves didn't generate, and no dwarves meant no fortress mode. Every thing else is the same though, since I kept the seed. including the lake. The lake is inhospitable though, it's scorching hot with no trees. It belongs to the elven filth anyway, so I don't want it. Still, I don't know what is going on with that lake. Got a pretty big river flowing out of it too.

I like to set Dwarves to spawn in Mountain and Forests - the logic being: Elves are militant about trees because dwarves like chopping em down and burning them so much...
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cephalo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #597 on: July 08, 2014, 08:44:49 am »

Ok, 40.01 is out! Yay! So far I only see one new world gen tag, 'Generate Divine Materials' which sounds exciting, but might just be an option for HFS cotton candy. I'll have to figure it out before I release a new WorldGen.xml file.

EDIT: Cool, this tag for new secret stuff! I love it! Ok, i'll get this in the new xml file.
« Last Edit: July 08, 2014, 11:01:21 am by cephalo »
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

cephalo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #598 on: July 08, 2014, 11:24:16 am »

Ok, the new WorldGen.xml file has a link in the OP! I think this series of DF is gonna be great! Have fun!
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

cephalo

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Re: PerfectWorldDF world creator utility v.1.7
« Reply #599 on: July 08, 2014, 02:53:22 pm »

One fairly large change in world gen is that the 'large' good/evil square counts have been fixed. DF now does a much better job at finding a large region that contains the desired amount of tiles.

It used to be that any non-zero number in this field would likely turn the ocean good/evil. Now it will pick a region that is closer to the number of tiles you want. If you set this field to '1' now, you will get no effect from it, since no large region will be that small.

I also get the impression that region sizes have been shrunk somewhat. Medium regions now seem quite small on a large map.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar
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