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Author Topic: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.  (Read 38916 times)

StephanReiken

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Re: Legendary Lands 2010 - WIP
« Reply #30 on: July 18, 2010, 12:17:43 am »

(Triple Post, required to fit all that Raws, can't even fit this on the last post.)

I have no idea how the wings, cloud, and stem get defined but the rest of the body doesn't appear to be applied, even though I apply those beforehand.

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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #31 on: July 18, 2010, 01:02:04 am »

Yeah, I'm fixing the issues created by this method at the moment.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #32 on: July 18, 2010, 02:50:09 am »

first issue I spot is your use of [CV_REMOVE_TAG:NOSE]
needs to be [CV_REMOVE_TAG:BODY:NOSE]

Edit: I also note that you're not mounting the head to the neck. This is merely something I've noticed, it won't cause any problems.

What happens if you remove the body and head from the cv and enter them into a [BODY:X] tag in the creature?
« Last Edit: July 18, 2010, 02:57:27 am by Captain Mayday »
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StephanReiken

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Re: Legendary Lands 2010 - WIP
« Reply #33 on: July 18, 2010, 04:04:53 am »

Important note.

DF does NOT make any note whatsoever of invalid Creature Variation tags.

My initial issue above was that my files were incorrectly formatted.

The Body seems to be getting defined, but I now have this, and a copy for each koopa caste. Also, it isn't removing the Shell from the Shell-less Koopas. Added Teeth_MKL to this verison.

I'm trying to figure out if I did something wrong in my Creature Variations when defining these tissues, or if there is something wrong with the variation itself. The Ordering appears to be correct. I'll need to investigate further, it should be using SCALES, not SKIN

Spoiler (click to show/hide)
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #34 on: July 18, 2010, 04:21:57 am »

Yeah, I accidentally had that happening as well. Check that the variation defines the body plan with the correct materials.

As for removing the shell, are you using [CV_REMOVE_TAG:BODY:SHELL] or just [CV_REMOVE_TAG:SHELL] ? The latter won't work.
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StephanReiken

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Re: Legendary Lands 2010 - WIP
« Reply #35 on: July 18, 2010, 04:35:31 am »

Yeah, I accidentally had that happening as well. Check that the variation defines the body plan with the correct materials.

As for removing the shell, are you using [CV_REMOVE_TAG:BODY:SHELL] or just [CV_REMOVE_TAG:SHELL] ? The latter won't work.

Ah of course, it was trying to use Skin. The top part is good.

I used the former, no luck. I believe you may be unable to remove CV tags after the template was applied? Its not even removing the Nose, which I corrected as you said I had wrong, and is giving a no tissue thickness error. Wierd, but I'm too tired now to go through it again. I fixed this before in defining my stems without this new system, I'll need to remember what I fixed back then.

Those errors of 'No Tissue Thickness are still around.
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Tormy

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Re: Legendary Lands 2010 - WIP
« Reply #36 on: July 20, 2010, 10:20:51 am »

Good luck with the new LL version Cpt. LL was my favourite mod. :)
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #37 on: July 20, 2010, 10:31:22 am »

Yeah, I accidentally had that happening as well. Check that the variation defines the body plan with the correct materials.

As for removing the shell, are you using [CV_REMOVE_TAG:BODY:SHELL] or just [CV_REMOVE_TAG:SHELL] ? The latter won't work.

Ah of course, it was trying to use Skin. The top part is good.

I used the former, no luck. I believe you may be unable to remove CV tags after the template was applied? Its not even removing the Nose, which I corrected as you said I had wrong, and is giving a no tissue thickness error. Wierd, but I'm too tired now to go through it again. I fixed this before in defining my stems without this new system, I'll need to remember what I fixed back then.

Those errors of 'No Tissue Thickness are still around.

That can be caused by two things.
Either a) the body part isn't populating correctly, or b) the body detail plan is incorrectly allocating them.
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Deon

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Re: Legendary Lands 2010 - WIP
« Reply #38 on: July 20, 2010, 11:51:52 am »

Oh hey. The more old school good mods we have, the better. I felt a bit sad that many good people abandoned modding lately, so your appearance with the development of LL warms my heart :D.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #39 on: July 20, 2010, 12:05:09 pm »

I'm currently indecisive about whether I should package certain items of this mod as separate components or as one entire thing.
Would anybody even use less than the entire package of stuff?
If so, what kind of components would you expect?
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Tormy

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Re: Legendary Lands 2010 - WIP
« Reply #40 on: July 20, 2010, 02:09:00 pm »

I'm currently indecisive about whether I should package certain items of this mod as separate components or as one entire thing.
Would anybody even use less than the entire package of stuff?
If so, what kind of components would you expect?

I'd go with a full package...and make the mod challenging! :)
« Last Edit: July 20, 2010, 05:03:52 pm by Tormy »
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Wits

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Re: Legendary Lands 2010 - WIP
« Reply #41 on: July 21, 2010, 11:14:24 am »

I would vote for the separate components approach.

I tend to only want a "tougher" game from mods - i.e. badder invaders, creatures, farming, etc. I want _all_ of these at once, and no mod has really delivered thus far, which has led me to breaking my game in various ways by trying to combine parts of mods that cannot be detached from their context. I loved the way in which LL handled wildlife, for instance, - shadows (?) were awesome - but wanted tougher sieges and farming, neither of which I think I managed to include.

I also don't want a thousand kinds of metal and crops or fire-breathing dwarves, and I don't have the zkillz to edit those things out, so some sort of modular structure would be cool (i.e. "leave this file out if you don't want the adamantine-eyelid-dwarves in your game".)

Thanks for working on a new version of LL, by the way! I really liked the original, so this is my most anticipated mod.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #42 on: July 22, 2010, 08:24:52 am »

So, to summarise, the most desirable set of components would be:
Critters
Sapients & Entities
Materials & Reactions
Agriculture

Does that seem suitable to most people?
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Patchouli

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Re: Legendary Lands 2010 - WIP
« Reply #43 on: July 22, 2010, 09:06:43 am »

So, to summarise, the most desirable set of components would be:
Critters
Sapients & Entities
Materials & Reactions
Agriculture

Does that seem suitable to most people?
Man, I don't even know what I want in a mod.

Follow your heart, dude.
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Wits

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Re: Legendary Lands 2010 - WIP
« Reply #44 on: July 22, 2010, 11:22:04 am »

So, to summarise, the most desirable set of components would be:
Critters
Sapients & Entities
Materials & Reactions
Agriculture

Does that seem suitable to most people?

This seems like a very good system.
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