|
|
|
|
|
May 13th, 2012, 05:57 AM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
Did you think caveman cavalry was awesome? Well, there's apparently one race that's even more creative with what they ride!
kianduatha made some mounts for Abysians! Along with that awesome thing there are scorpions and salamanders.
|
The Following User Says Thank You to elmokki For This Useful Post:
|
|
May 14th, 2012, 06:03 AM
|
Corporal
|
|
Join Date: May 2009
Posts: 95
Thanks: 7
Thanked 4 Times in 3 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
I tried to mod in ichtyid race, but unitgen crashes, when gets to generating nations. What could I do wrong?
Crash Report
Code:
UnitGen nation generation!
Version CAKE of 13.5.2012
--------------------------
How many nations should be generated? (default: 1)
5
What should the mod be named? (default: nation name or randomly generated name)
Invalid value.
What seed (integer) should be used? (default: 1690906354)
Invalid value.
Reading Dom3DB from units.csv... 2107 definitions loaded!
Reading Dom3DB from armor.csv... 251 definitions loaded!
Reading Dom3DB from weapon.csv... 541 definitions loaded!
Loading nation tags... 26 tags loaded!
Loading miscellaneous definitions... 301 definitions loaded!
Loading races...
Race atlantian - 5 poses loaded.
Race human - 9 poses loaded.
Race lizard - 6 poses loaded.
Race black human - 7 poses loaded.
Race hoburg - 4 poses loaded.
Race caelian - 4 poses loaded.
Race tengu - 4 poses loaded.
Race oriental human - 4 poses loaded.
Race abysian - 2 poses loaded.
Race ichtyid - 1 poses loaded.
Race foul spawn - 1 poses loaded.
11 races loaded!
Generating nations...Exception in thread "main" java.lang.NullPointerException
at unitgen.item.ItemGenerator.generateItemKey(ItemGenerator.java:339)
at unitgen.item.ItemGenerator.generateArmor(ItemGenerator.java:269)
at unitgen.item.ItemGenerator.generateItems(ItemGenerator.java:50)
at unitgen.Nation.generate(Nation.java:336)
at unitgen.NationGen.(NationGen.java:290)
at unitgen.NationGen.main(NationGen.java:425)
Press any key to continue . . .
|
May 14th, 2012, 07:31 AM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
First of all: I highly encourage being on IRC or sending me modded files so I can actually check the things instead of trying to guess based on line numbers. Preferably both.
For this specific problem my guess would be that you have no body armors that have protection of 10 or more. This is a silly requirement that along with some other silly requirements should be gone once I bother to finish updating the troop generation code though.
EDIT: Also, mage a pose with "mage priest" as type. Just copy your infantry pose for now, but it _NEEDS_ infantry pose, mage pose and priest pose to succesfully generate anything. You apparently only have 1 pose and anything with 1 pose just won't work (foul spawn are disabled since they were just a test that may be finished at some point when I get bored with Diablo 3)
Oh yeah, also, RagnarokX is making atlantians and those are apparently nearly ready. You may wish to use some of those graphics once they're added to unitgen.
|
May 14th, 2012, 07:42 AM
|
Corporal
|
|
Join Date: May 2009
Posts: 95
Thanks: 7
Thanked 4 Times in 3 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
Added an armor with protection 10, but it still crashes, so I'll just upload all new files here. Thanks for the suggestions, I was already using some atlantian graphics and files as examples
Here's what I have in races.txt file:
Code:
#newrace
#name "Ichtyid"
#basechance 0.2
#poses /races/ichtyid/poses.txt
#longsyllables /races/ichtyid/longsyllables.txt
#shortsyllables /races/ichtyid/shortsyllables.txt
#suffixes /races/ichtyid/suffixes.txt
#define "#def 8"
#define "#mor 12"
#define "#mr 8"
#define "#gcost 10"
#define "#prec 8"
#define "#enc 3"
#define "#hp 12"
#define "#str 10"
#define "#ap 11"
#define "#amphibious"
#tag "magicaffinity water 0.5"
#endrace
EDIT: Missed a "mage pose" part, will try right now.
EDIT2: Still does not work
|
May 14th, 2012, 09:09 AM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
This time it fails to having only one helmet (two is minimum, but once again, silly stuff like thiss will dissappear in a version I'll release today if I'm productive enough before Diablo 3 is released. Doesn't need tons of code so there's a good chance for it, but in general I do have to note that any race should have at least a few choices for armor and helmets and preferably more than a few for weapons.
Currently it crashes because it needs at least one helmet with 10+ prot and two helmets total, though it may crash with two helmets too unless one is 16+ prot and the other is under 10 prot. Terrible code.
I added two helmets with full helmet id and the "mage priest" pose and it generated at least one nation without crashing.
|
The Following User Says Thank You to elmokki For This Useful Post:
|
|
May 14th, 2012, 09:17 AM
|
Corporal
|
|
Join Date: May 2009
Posts: 95
Thanks: 7
Thanked 4 Times in 3 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
That's great, thank you! Now I can continue doing my stuff.
|
May 14th, 2012, 11:58 AM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/~elmokki/dom3/u...en_14_5_12.zip
- kianduatha's awesome Abysian cavalry!
- new troop generation code is in place, but needs some tweaks (max/minprot still does not work). This changed how shields/helmets/bonus weapons are generated slightly. If it feels somehow stupid, give me suggestions! This change should remove pretty much all (or most) stupid restrictions on item amounts, but I do still want to emphasize that any list of armor, helmets, weapons or shields with only one item is probably somehow boring and bad.
|
May 14th, 2012, 05:16 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/~elmokki/dom3/u...en_15_5_12.zip
Last version was made in THE OPPOSITE LAND and everything that wasn't supposed to shapeshift back shapeshifted back and vice versa.
|
May 16th, 2012, 12:50 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
|
May 27th, 2012, 05:39 AM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
I'm a bit dissapointed no-one pointed out earlier that atlantian nations are generated nearly exclusively, but I suppose nearly everyone who uses UnitGen knows it's one line in races.txt that needs a change.
http://koti.kapsi.fi/~elmokki/dom3/u...en_27_5_12.zip
Now it should be better.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|