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May 5th, 2012, 09:33 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Re: UnitGen - Random nations with procedural sprites!

Hoburg Cave Knight!
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The Following 2 Users Say Thank You to elmokki For This Useful Post:
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May 6th, 2012, 06:22 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/~elmokki/dom3/u...gen_7_5_12.zip
This is a fairly big update thanks to the mp game.
- Huge loads of item / secondshape / filter / code tweaks thanks to feedback on bugs and terrible design decisions.
- Settings.txt toggle to read seeds from seeds.txt and generating nations based on that.
- Custom armor is possible
- Custom weapons can (probably) be used as magic weapon effects.
- Restructuring of custom item code.
- Slight restructuring of separateSeeds toggle (comes earlier on instead of interrupting nation generation)
- Probably plenty of stuff I don't remember.
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May 8th, 2012, 04:09 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/~elmokki/dom3/u...gen_8_5_12.zip
New infantry generation and probably all sorts of tweaks I can't remember.
EDIT: Oh yeah, random castles.
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May 9th, 2012, 12:40 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/~elmokki/dom3/u...gen_9_5_12.zip
Apparently a small tweak broke a multitude of things and the new infantry generation had some fairly serious flaws too. These should be fixed now and the new infantry generation should be slightly better from my point of view!
I also added an ability (toggleable from settings.txt, by default it's on) to draw graphical previews of sprites. Stuff is positioned a bit strangely but oh well, it should do it's job for now. The images are generated in .png format to the mod's folder where the descriptions are usually located too.
Oh, and stuff gained from items / race shouldn't show up on mages' and sacreds' descriptions any more, just stuff from filters. It wasn't that awesome that it told specifically that caelians fly or that a tiger cavalry can shift to a tiger.
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May 9th, 2012, 04:00 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/elmokki/dom3/un..._9_5_12-v3.zip
- Sacred commanders get more suitable names (an Emerald Knight might be lead by an Emerald Master and so on)
- Fixed bugs that won't show up unless you edit files anyway.
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May 12th, 2012, 06:38 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Re: UnitGen - Random nations with procedural sprites!
Not using unitviewer. Secondshape descriptions should be fine in newer versions.
Anyway:
http://koti.kapsi.fi/~elmokki/dom3/u...en_13_5_12.zip
- Some new unit/item generation code. Not all I want, but it seems to work so hey, why not release.
- Ability to give custom sprites to secondshapes. You need to specify both #spr1 and #spr2, but #spr2 can be "shift" which uses #spr1 and shifts it 5 pixels to left like all the attacksprites in unitgen. Don't use "" for filepath like in Dom3 normal syntax and specify paths relative to unitgen (see the nightmare for example.). If someone makes a good case, I'll add the same code to pretender gods so custom pretenders can be made.
- Secondshapes can inherit some of the abilities their firstshape has. For mounts this is limited to resistances and berserking, but for non-mount secondshapes there are some extra things that work. This stuff is defined at /nations/secondshapeinheritance.txt so take a look if you are interested in specifics.
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May 13th, 2012, 05:57 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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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.
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May 14th, 2012, 06:03 AM
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Corporal
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Join Date: May 2009
Posts: 95
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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
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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 . . .
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May 14th, 2012, 07:31 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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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.
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May 14th, 2012, 07:42 AM
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Corporal
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Join Date: May 2009
Posts: 95
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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
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