Furrae Races

A place to post your add ons and ideas for them

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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Furrae Races

#166 Post by jenx »

Is this comparable with 1.2.4?
MADNESS rocks

tilkau
Higher
Posts: 73
Joined: Tue Oct 21, 2014 4:52 am

Re: Furrae Races

#167 Post by tilkau »

nuku wrote:I am still here and would love to see proper dolls.
Great to hear. I've begun looking at the existing doll sprites to work out the right relative proportions. I think Hooters should have similar proportions as golems or halflings, felines are more like elves in proportion, and grey canines seem like they should be between dwarf and human in proportion. Blackbacks, I'll have to do more research on (I've never seen a skunk IRL), but considering they're a mustelid they should probably be like a slightly taller dwarf proportion-wise.

I think I understand how to enable dolling -- copy in appropriate image files for possible equipment, and adjust as needed. But I'll leave that for later, once I have a decent tile for each race.

On a separate topic, I have a small bug report: Hooters' racial talents show as Race/Furrae rather than Race/Hooter.

EDIT: I installed a very early draft of a graphic for one race, and began testing but found a big white @ was being drawn beneath it as well(screenshot). I'll try to work this out, but any advice you can offer is appreciated.

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#168 Post by nuku »

Your caught me out of town, but I will be glad to start poking once I return home later in the week.

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Furrae Races

#169 Post by rexorcorum »

tilkau wrote:I installed a very early draft of a graphic for one race, and began testing but found a big white @ was being drawn beneath it as well(screenshot). I'll try to work this out, but any advice you can offer is appreciated.
Heya tilkau, it's always great to have more graphically inclined people around, so welcome :). As for the appearing "@" that is caused when the "base_shadow_01.png" (or something similar) is missing or with too much transparency. My advise is just to use the default file and you'll be good to go.

Also - a word from the "wise" (well, lets say more experienced in the subject matter) - you can consider using the general outline of an existing playerdoll, because it'll save you a substantial amount of work/time tweaking and/or morphing equipment. An good example here can be the "Draconians" addon. Or, you can go the hard way, of course :).

Cheers and have fun!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

tilkau
Higher
Posts: 73
Joined: Tue Oct 21, 2014 4:52 am

Re: Furrae Races

#170 Post by tilkau »

rexorcorum wrote:
tilkau wrote:I installed a very early draft of a graphic for one race, and began testing but found a big white @ was being drawn beneath it as well(screenshot). I'll try to work this out, but any advice you can offer is appreciated.
Heya tilkau, it's always great to have more graphically inclined people around, so welcome :). As for the appearing "@" that is caused when the "base_shadow_01.png" (or something similar) is missing or with too much transparency. My advise is just to use the default file and you'll be good to go.
Thanks, copying that file in fixed it :)
Also - a word from the "wise" (well, lets say more experienced in the subject matter) - you can consider using the general outline of an existing playerdoll, because it'll save you a substantial amount of work/time tweaking and/or morphing equipment. An good example here can be the "Draconians" addon. Or, you can go the hard way, of course :).
Yes, that (basing it on an existing doll) was my plan. The sprite you can see there is based on the elf female doll. I did make it a bit leaner because that's in the description, but I might need to bulk the arms back up to make them read well at 64x64. I clearly need to beef up the outline in any case.
Thanks for your time.

tilkau
Higher
Posts: 73
Joined: Tue Oct 21, 2014 4:52 am

Re: Furrae Races

#171 Post by tilkau »

rexorcorum wrote:
tilkau wrote:I installed a very early draft of a graphic for one race, and began testing but found a big white @ was being drawn beneath it as well(screenshot). I'll try to work this out, but any advice you can offer is appreciated.
Heya tilkau, it's always great to have more graphically inclined people around, so welcome :). As for the appearing "@" that is caused when the "base_shadow_01.png" (or something similar) is missing or with too much transparency. My advise is just to use the default file and you'll be good to go.
Thanks, copying that file in fixed it :)
Also - a word from the "wise" (well, lets say more experienced in the subject matter) - you can consider using the general outline of an existing playerdoll, because it'll save you a substantial amount of work/time tweaking and/or morphing equipment. An good example here can be the "Draconians" addon. Or, you can go the hard way, of course :).
Yes, that (basing it on an existing doll) was my plan. The sprite you can see there is based on the elf female doll. I did make it a bit leaner because that's in the description, but I might need to bulk the arms back up to make them read well at 64x64. I clearly need to beef up the outline in any case.
Thanks for explaining your experience in this area, it's reassuring.


Feline race graphics are currently in a serviceable state, though I certainly want to improve them much more (particularly the face); a version of tome-furraerace-44.teaa with the feline graphics added and working is here.

tilkau
Higher
Posts: 73
Joined: Tue Oct 21, 2014 4:52 am

Re: Furrae Races

#172 Post by tilkau »

Minor update, getting a better grip on the doll style:
Image
(still needs less black and more checking of the result of resizing down to 64x64.)

Ears are a problem. We need ears that go downwards, otherwise helms are nonsensical, AFAICS. The result is batlike ears.. which isn't too terrible for cats and skunks, but I dunno what to do with 'grey canines' -- wolves just don't have down pointing ears. It just isn't done ;)

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#173 Post by nuku »

Why not upwards? They will poke free sometimes looking like there is a slot for ears.

tilkau
Higher
Posts: 73
Joined: Tue Oct 21, 2014 4:52 am

Re: Furrae Races

#174 Post by tilkau »

I guess we can handwave it away and say 'there's a slot if and only if it's needed' ;)

(just kind of seems like it would be worse armour when there are fleshy bits poking through)

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#175 Post by nuku »

The other option is to have modified helmets.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#176 Post by Hellcommander »

Seems found some issues with this addons animal kin class:
1.if rare mob is a animal kin and you tame the animal kin errors related-
Lua Error: /data-furraerace/talents/animalkin.lua:851: attempt to index field 'animalfriend' (a nil value)
At [C]:-1 __index
At /data-furraerace/talents/animalkin.lua:851 getTraining
At /data-furraerace/talents/animalkin.lua:879 info
At /data-Infinite500/talentsI500.lua:51 info
At /mod/class/Actor.lua:5468 getTalentFullDescription
At /mod/dialogs/UseTalents.lua:382 generateList
At /mod/dialogs/UseTalents.lua:95 init
At /engine/class.lua:104 new
At /mod/class/Game.lua:1908 f
At /mod/class/Game.lua:1676
At /engine/KeyBind.lua:235
if you bring up the macro interface, mouse over the the animal training wild gifts, and setting ai weights.

2. Magic thrust says in its description that at talent level 5 it becomes beam of acid yet it still only does mana resource damage please make it so acid damage (powered by mindpower and non friendly fire) is added to it at level 5 so it has uses on more then mana users

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#177 Post by nuku »

Hellcommander wrote:Seems found some issues with this addons animal kin class:
1.if rare mob is a animal kin and you tame the animal kin errors related-
Lua Error: /data-furraerace/talents/animalkin.lua:851: attempt to index field 'animalfriend' (a nil value)
At [C]:-1 __index
At /data-furraerace/talents/animalkin.lua:851 getTraining
At /data-furraerace/talents/animalkin.lua:879 info
At /data-Infinite500/talentsI500.lua:51 info
At /mod/class/Actor.lua:5468 getTalentFullDescription
At /mod/dialogs/UseTalents.lua:382 generateList
At /mod/dialogs/UseTalents.lua:95 init
At /engine/class.lua:104 new
At /mod/class/Game.lua:1908 f
At /mod/class/Game.lua:1676
At /engine/KeyBind.lua:235
if you bring up the macro interface, mouse over the the animal training wild gifts, and setting ai weights.

2. Magic thrust says in its description that at talent level 5 it becomes beam of acid yet it still only does mana resource damage please make it so acid damage (powered by mindpower and non friendly fire) is added to it at level 5 so it has uses on more then mana users
How do you properly set a talentset to not be used randomly? Since I don't see this ever making a good random boss.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Furrae Races

#178 Post by HousePet »

no_npc_use = true,
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#179 Post by Hellcommander »

hmm glutton was has something like that set
add not_on_random_boss = true, to class birth file
and found another issue:
Tamed a level 62 greater multihued wyrvern in dreadfall vault at player level 29 and it did not scale down to player level.
Another issue i found is that with nature wraith training at 46% training power (more training power by 6 then my rare minions btw at 5/5 with 1.2 mult)
the wyrvern has nature generics (tested with min combat training talent) at and only 13 skill points to place in class with all class cats requiring i spend cat point to place in out of 4 cat points (after was 2 with max nature only then got 2 extra but no new talents) very little talents points for the level.
Has only 2 generic trees after maxing take down training, locked combat training and mobility training.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#180 Post by Hellcommander »

Found another very odd issue seems has talent cap for each skill talent at 6 instead of 5......

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