FRUA & DUNGEON CRAFT Community Forums

Dungeon Craft => Dungeon Craft - Troubleshooting => Topic started by: ProphetSword on September 30, 2015, 08:12:56 PM

Title: Importing FRUA Designs
Post by: ProphetSword on September 30, 2015, 08:12:56 PM
Figured I would start a separate thread devoted to the discussion of importing FRUA modules into DC.  I would love to take one of my modules ("Night of the Basilisk" or "AT1: Dark Alliances") and get them working in a fully realized version in DC.  I have had some luck importing both of them in the past (I believe I removed all the hacks from the directories to make this possible).

However, that was years ago.  Things have likely changed a great deal since that time.  So, I'm looking for advice on what the best options are for rebuilding these games in a different engine.  Is my best option to redo them from scratch, or are there working options for importing FRUA reliably into DC to get them up and running in a quicker fashion?
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on September 30, 2015, 08:57:44 PM
Here we go.

I promised Manikus that I would post the most recent conversion
tools tomorrow (I have to find them!).

I hope you are willing to try them.  They are probably not as
polished as they eventually will become.  But I would like
someone who is not familiar with them to give it a try so
we can improve them and make them available to anyone
who is willing to provide a bit of effort.

If you prefer, I could attempt the conversion for you and
you could provide feedback on just the final results.

Then we will see where it all leads us.

I am excited to see all our work starting to get used.  I am
confidant that you will find the conversion tools useful.
You realize that if you go through with this, you will
become the expert.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on September 30, 2015, 09:06:29 PM
If you prefer, I could attempt the conversion for you and
you could provide feedback on just the final results.

I can give it a try and see what happens.  Unless you have a reason to want to see how they handle in this situation.
Title: Re: Importing FRUA Designs
Post by: steve_mcdee on October 01, 2015, 02:52:59 AM
Yes Ben, I would love to see your designs imported for DC with upgraded art.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 01, 2015, 12:40:29 PM
Here is the conversion tool:

http://dianneandpaul.net/UAF/FRUAConversion/FRUA_Conversion_20151001.7z

It is a monster; 14Mb; but we can update just the pieces
in the near future.

Unpack it into any old directory (not "Program Files").
There is an "Instructions.txt" that describes the easiest
way to convert a design.  In the final design, which
will be in a folder named "DUNGEON_CRAFT_DESIGN",
there will be a data folder with a file named:
JReaderErrors.txt
that will be of interest for debugging.

I will need a copy of your FRUA design so that I can
reproduce your problems and try to work out solutions.

**WARNING***
After converting a design, please do not do any significant
work on the DC design.  All such effort will be wasted when
we update the tool and re-convert the FRUA design.  There
will be several rounds of trial-and-error, I promise.

Here we go.  Wish us luck.  Prayer couldn't hurt.

Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 01, 2015, 02:04:26 PM
Doesn't work.  Crashes twice and gives two errors.  The first one, which is vague, is:

FRUAExport.exe has stopped working


The second one is a double error message.  It's equally vague:

Cannot open input file

and

ConvertFRUA.exe has stopped working


Maybe you would have better luck with the conversion.  You can find the module I'm trying to convert here:
http://frua.rosedragon.org/pc/modules/a/alliance.zip (http://frua.rosedragon.org/pc/modules/a/alliance.zip)

Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 01, 2015, 02:42:50 PM
Quote
FRUAExport.exe has stopped working

Oh, dear.  That is the executable CocoaSpud supplied.

Quote
ConvertFRUA.exe has stopped working

And that is mine.

Both are simple Window$ executables.

Let's see what happens to Manikus when he tries it.

Weird!
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 01, 2015, 02:48:32 PM
Hah!  Not so weird after all.

It does EXACTLY the same thing for me.

 ???


Edit.....just to keep everyone informed.
I have notified CocoaSpud and am awaiting his decision
as to how we should proceed.

I think the second crash is a result of the first.  I'm pretty sure.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 02, 2015, 10:11:27 AM
Good news.  CocoaSpud has replied, is back from his vacation,
and promises to look into the problem.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 02, 2015, 05:02:01 PM
Fetch this, unpack it, and replace the appropriate files
in your FRUA Conversion folder and /bin subfolder.

http://dianneandpaul.net/UAF/FRUAConversion/Update20151002.zip

Now it appears we can work on the design itself rather
than the process of conversion.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 02, 2015, 05:51:05 PM
Nope.  This eliminated the first error, but the second one is still occurring (and just to be safe, I tried it on three different UA modules).  What happens when you try it?
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 02, 2015, 06:28:34 PM
Works just fine for me.

When it pops up a window saying that the
program stopped working....

There should be a terminal window open that displays
the commands and responses taking place during
execution of the batch file.  Before the program dies,
it probably prints some sort of error message.
Can you get a screenshot of that terminal window?
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 02, 2015, 06:48:37 PM
I can do better than that.  One of the nice new features of Windows 10 is the ability to use some Windows functions in the command line window, like "Select All," "Copy" and "Paste."  Here's a text file that includes everything that appeared in that screen up until it gives the first part of the error message.  If you want what comes afterwards, let me know...

EDIT:
And looking at this text file myself, I figured out the problem.  I had moved the design directory out of the original FRUA directory in order to copy it, completely forgetting that the instructions said to leave it there.  So, it's working now.  Never mind.  It's been a long day and I haven't gotten a good night's sleep in the last two days...
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 02, 2015, 06:58:49 PM
Success.  Managed to import the main city area into DC.  Figuring out which level one is which is going to be a pain, but at least it works.

Here's a screenshot...
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 02, 2015, 07:00:44 PM
Great.... The problem is in the first stage.

It cannot find the files in the games folder:
D:\Dungeon Craft Modules\Conversions\

For example:
ckit.exe

A bit of a clue is the following line from the terminal window:
Design Folder: 'D:\Dungeon'

It appears that FRUAExport does not like spaces in
file names....at least not in that particular folder name.

That is very un-window-like.  I'll let CocoaSpud know
about this.  Meanwhile, you can wait for an updated program
or you can get rid of the spaces temporarily.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 02, 2015, 07:02:29 PM
Hmmmmm.....My post overlapped yours.
So.  Did you get rid of the spaces or did it
start working with the spaces?
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 02, 2015, 07:04:20 PM
Quote
Figuring out which level one is which is going to be a pain

Why is that?  They should be numbered the same as in the
original design.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 02, 2015, 07:20:54 PM
Related to this process, but somewhat unimportant, I did encounter a weird bug when testing the map to make sure it was working.  Apparently, it tries to show a default sprite (I have not added any artwork, so I can assume that the program added it?), and it looks like the screenshot I'm including.  I don't think sprites are supposed to work this way unless this one isn't formatted correctly...just to let someone know in case it's an issue...

Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 02, 2015, 07:22:13 PM
Hmmmmm.....My post overlapped yours.
So.  Did you get rid of the spaces or did it
start working with the spaces?

It worked fine with the spaces.  The issue was that I had pulled the design directory out of the FRUA directory (something the instructions said I should *not* do).  So, the screw up was mine.

Quote
Why is that?  They should be numbered the same as in the
original design.

Sure, if you want to do things the easy way...  ;D
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 02, 2015, 07:45:04 PM
Quote
I don't think sprites are supposed to work this way

I'm inclined to say that you are right.
I'll wait for Manikus to tell me what exactly
went wrong.

I think that the most important thing I can do is
to automate the import of the databases and levels.

If you see something more critical, let me know.
Title: Re: Importing FRUA Designs
Post by: manikus on October 03, 2015, 02:48:57 PM
I just cheked, and sprites are working correctly....so...

What I think i s likely the case is that DC handles sprites prettty similarly in that both need a frame size to be specified. In default DC, that is 176x211. It might be that the import process is making the size of the image (in this case 528x211) be the frame saize.

Ben, you can check this by clicking on the event that is bringing up the picture and going to the screen where you would actually add the art - on the right side of the editor pane is where the frame data will be - right next to the picture of the  graphic.

To be explicit - no, sprites should not appear this way. It looks exactly how it would look if DC thought this image were a small pic.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 03, 2015, 03:06:00 PM
Manikus:

Have you attempted to convert Dark Alliance?

Have you examined any of the text files to get a feel
for how the conversion takes place?
What is wrong here?
I think this is the event shown:

Here is the FRUA data before conversion:
            {
               "chained_event_follow" : "if does not happen",
               "chained_event_id" : "56",
               "details" : {
                  "force_backup_one_step" : "0",
                  "message_1_highlight" : "0",
                  "message_1_hit_return" : "1",
                  "message_1_text" : "A GUARDSMAN MOVES DOWN THE STREET. YOU NOTICE THAT DARK BLOOD DRIPS FROM HIS BATTLE AXE.",
                  "message_2_highlight" : "1",
                  "message_2_hit_return" : "1",
                  "message_2_text" : "\"MONSTERS ARE EVERYWHERE. IT'S THE CURSE OF THOSE DAMN MOONS!\"",
                  "message_3_highlight" : "1",
                  "message_3_hit_return" : "1",
                  "message_3_text" : "\"EVER SINCE THEY APPEARED, MONSTERS OF ALL SORTS HAVE BEEN SPOTTED. IT'S AN EVIL OMEN, I TELL YOU!\"",
                  "message_4_highlight" : "0",
                  "message_4_hit_return" : "1",
                  "message_4_text" : "HE MUMBLES TO HIMSELF AND CONTINUES ON HIS WAY.",
                  "message_5_highlight" : "0",
                  "message_5_hit_return" : "1",
                  "message_5_text" : "",
                  "picture" : "Evil Champion",
                  "picture_distance" : "close",
                  "sound" : "none"
               },
               "do_only_once" : "1",
               "id" : "55",
               "trigger" : "always",
               "trigger_data" : "none",
               "type" : "Text Statement"
            },

And here is the DC data after conversion:

         {
            "general":{"json Line Number":"36421",
               "eventType":"Text Statement",
               "eventID":"55",
               "xy":[-1,-1],
               "control":{
                  "onceOnly":"1",
                  "chainTrigger":"If Event does not happen",
                  "facing":"Any/All Side(s)"
               },
               "picture1":{
                  "picType":[SmallPicDib],
                  "filename":"sprite_EvilChampion.png",
                  "timeDelay":"0",
                  "numFrame":"0",
                  "width":"0",
                  "height":"0",
                  "flags":"4",
                  "maxLoops":"1",
                  "style":"0",
                  "allowCentering":"true",
                  "useAlpha":"false",
                  "alpha":"0"
               },
               "text":"A GUARDSMAN MOVES DOWN THE STREET. YOU NOTICE THAT DARK BLOOD DRIPS FROM HIS BATTLE AXE./n/b\"MONSTERS ARE EVERYWHERE. IT'S THE CURSE OF THOSE DAMN MOONS!\"/n\"EVER SINCE THEY APPEARED, MONSTERS OF ALL SORTS HAVE BEEN SPOTTED. IT'S AN EVIL OMEN, I TELL YOU!\"/n/wHE MUMBLES TO HIMSELF AND CONTINUES ON HIS WAY./n",
               "chainEventNotHappen":"56"
            },
            "particular":{
               "waitForReturn":"false",
               "forceBackup":"false",
               "highLightText":"false",
               "distance":"Up Close"
            }
         },
Title: Re: Importing FRUA Designs
Post by: manikus on October 03, 2015, 03:54:33 PM
Manikus:

Have you attempted to convert Dark Alliance?

Have you examined any of the text files to get a feel
for how the conversion takes place?
What is wrong here?
I think this is the event shown:
I have plans to try this out this weekend. I'm more expecting that my role will be providing files, etc and not trying importing. I can try importing every time something is done to warrant trying to import again. I might need more explicit instructions though.

...
And here is the DC data after conversion:
...
               "picture1":{
                  "picType":[SmallPicDib],
                  "filename":"sprite_EvilChampion.png",
                  "timeDelay":"0",
                  "numFrame":"0",
                  "width":"0",
                  "height":"0",
                  "flags":"4",
                  "maxLoops":"1",
                  "style":"0",
                  "allowCentering":"true",
                  "useAlpha":"false",
                  "alpha":"0"
               },
I think this should read something more like this:

Code: [Select]
               "picture1":{
                  "picType":[SpritecDib],
                  "filename":"sprite_EvilChampion.png",
                  "timeDelay":"0",
                  "numFrame":"1",
                  "width":"176",
                  "height":"211",
                  "flags":"4",
                  "maxLoops":"1",
                  "style":"0",
                  "allowCentering":"true",
                  "useAlpha":"false",
                  "alpha":"0"
               },
I don't know if "SpriteDib" is the correct term, but I know it is different from SmallPicDib, so that DC knows to use the pixel at 0,0 as the transparency color.
How will DC know that a sprite is expected? If I recall correctly there is a match-up list for art somewhere in this and any time the match-up returns a DC file with the prefix "sprite_" might be one way.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 03, 2015, 04:51:40 PM
Yeah, that's what it looks like to me too.  DC is trying to load it as a small picture instead of a sprite, and since it is larger in size than expected, it is causing that issue.  It's a minor thing, obviously, but something I noticed when testing out the map I imported.

I guess the conversion didn't make it clear that it was supposed to be a sprite.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 03, 2015, 05:04:45 PM
All of this discussion is most helpful.

I hate to have a graphic's purpose depend on its name.  Here is
the line from the FRUAArtMap.txt:

"Evil Champion"         "sprite_EvilChampion.png"

I think I could expand that to read:

"Evil Champion"         "sprite_EvilChampion.png"   "Sprite"    176,211

Manikus:  Do you have a copy of the FRUAArtMap.txt?
Do you think it reasonable to expand it to include the art type and size?
Can you tell me what the various types and sizes might be?
I will do the actual editing of the file if you can help me recognize which
is which and what the types and sizes should be.

I already know that names starting with "sprite" should be "Sprite"  176,211
Title: Re: Importing FRUA Designs
Post by: manikus on October 03, 2015, 05:13:41 PM
I do believe that I have a copy of that at home and will do as you request and post it here on Monday.

I've got to say, I am feeling a bit excited about this. :)
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 03, 2015, 08:15:02 PM
Something I learned while importing files from FRUA:

If you import a map, you have to change the default size that DC sets for the map (which is 10x10).  If you leave it at 10x10, it will truncate the map to that size and discard everything else.  If you make it larger (like 30x30), it will shrink the map down to the size that it was in FRUA.  I imagine this would be handled by DC if it did the importing of the maps for you.  But, just a heads up.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 03, 2015, 09:47:22 PM
Quote
If you import a map

The word "Import"......can mean more than one thing.

I tried pressing the "Import" button and it increased
the size to the size of the 'imported' map.

Do you mean 'Import' to mean Pressing the 'Import'
button on the select level dialog?  Or do you mean
something else?
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 04, 2015, 08:37:19 AM
I meant using the "Import Map" function.

Doesn't matter.  I can't replicate this now.  No idea why it happened one time but not any of the other times.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 04, 2015, 10:27:17 AM
You may like this better: (Thank you Manikus...specifying type and size worked)
Title: Re: Importing FRUA Designs
Post by: steve_mcdee on October 04, 2015, 01:28:22 PM
Looks better, except that I can't see any blood on the axe.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 05, 2015, 10:11:08 AM
So, I started importing the levels from the original game.  Worked fine until I got to level 5 (import of level009.txt), which gave me the following error message:
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 05, 2015, 03:19:56 PM
I did some research into this error code by throwing the levels into Visual Studio 2015 and tracking down the line numbers.  I had 7 maps fail to import using the "Import Maps" function.  Every time, the error line number pointed to a specific line of the WHO PAYS event.  Here are the first three errors from the first three maps that failed to import (I will highlight the error line in all three):

level009:
Code: [Select]
           "text":"WHO WILL PAY 2 PLATINUM?",
               "text2":"THE INNKEEPER TELLS YOU TO TAKE ANY ROOM AVAILABLE.",
               "text3":"THE INNKEEPER GROWS ANNOYED AND ASKS YOU TO LEAVE."
            },
            "particular":{  //  << ERROR HAPPENS HERE >>
               "possible":"true",
               "gems":"0",
               "jewels":"0",
               "platinum":"2",
               "successChain":"0",
               "successAction":"Chain Event",
               "failChain":"0",
               "moneyType":"Platinum"
            }

level012:
Code: [Select]
     "text":"A YOUNG INNKEEPER TELLS YOU THAT IT WILL COST 1 PLATINUM TO REST IN THE INN. WHO WILL PAY 1 PLATINUM?",
               "text2":"SHE HANDS YOU A KEY.",
               "text3":"SHE SHRUGS HER SHOULDERS AND SHOWS YOU THE WAY OUT."
            },
            "particular":{  // < ERROR HAPPENS HERE >
               "possible":"true",
               "gems":"0",
               "jewels":"0",
               "platinum":"1",
               "successChain":"0",
               "successAction":"Chain Event",
               "failChain":"0",
               "moneyType":"Platinum"
            }


level019:
Code: [Select]
              "text":"WHO IN THE PARTY SHALL PAY A PLATINUM PIECE FOR A ROOM?",
               "text2":"YOU HAND THE WOMAN A PLATINUM PIECE, AND SHE TELLS YOU TO TAKE ANY ROOM YOU'D LIKE.",
               "text3":"SADDENED, THE WOMAN ASKS YOU TO LEAVE."
            },
            "particular":{  // << ERROR HAPPENS HERE >>
               "possible":"true",
               "gems":"0",
               "jewels":"0",
               "platinum":"1",
               "successChain":"0",
               "successAction":"Chain Event",
               "failChain":"0",
               "moneyType":"Platinum"
            }
         },


So there is something wrong with the line that specifies that the WHO PAYS event is looking for something particular.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 05, 2015, 04:46:25 PM
Sorry.  This got fixed on Saturday but the release is
waiting for the automatic database/level import functionality.
I would have mentioned it on Saturday but I was afraid
folks would get tired of my many posts.

Nevertheless, I am happy to see someone digging into
the text files.  Your expertise in FRUA will be invaluable.
If you look into the MASSIVE json file created by FRUAExport,
you will see that the failed action is properly defined.
ConvertFRUA ignored it....that was the problem.

Quote
throwing the levels into Visual Studio 2015

Any old text editor will do.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 05, 2015, 05:03:53 PM
Sorry.  This got fixed on Saturday but the release is
waiting for the automatic database/level import functionality.

Good to know.

Quote
Any old text editor will do.

Well, when you have to find an error that's located on line 7211, VS2015 keeps things sorted and gives me line numbers.  Notepad...not so much...
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 05, 2015, 06:45:49 PM
Get Update20151005.zip and put the five files
into the appropriate places in your conversion folder.

http://dianneandpaul.net/UAF/FRUAConversion/Update20151005.zip

I hope I got all the right pieces.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 05, 2015, 07:14:22 PM
Wow, that broke ConvertFRUA.exe completely.  It lists four different missing files that I need to make the program work:

Missing Files:
mfc140d.dll
MSVCP140D.dll
ucrtbased.dll
VCRUNTIME140D.dll
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 05, 2015, 07:18:19 PM
Oh, dear.....

Let me check.  This was the first build using
Visual Studio 2015.

I'll check.  I meant to use a static library.
See you in a few minutes.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 05, 2015, 07:37:22 PM
I am not sure.  It appears to be the static build (it is
five times larger than the DLL build) but ????

I made a new one:
http://dianneandpaul.net/UAF/FRUAConversion/ConvertFRUA_20151005.zip

but I have no reason to think it will work better.
It is worth a try, I guess.

Edit:  Futzing around.....it appears that I originally posted the
debug version.  So now I have reason to hope the new one will work.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 05, 2015, 08:39:34 PM
That worked.  Didn't give me any errors, and it properly fired up the editor and imported all the level data.  Great work.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 05, 2015, 09:10:00 PM
Quote
properly fired up the editor and imported all the level data

'Properly'......I doubt it.

The ConvertFRUA printed a lot of errors.
JReaderErrors.txt in the DUNGEON_CRAFT_DESIGN/data has errors.
The UAFErr_Edit.txt lists a lot of errors.
Example:

9f6212c2      0 0000000000000000 Forcing monster EVIL CHAMPION to have at least one attack

But I am tired right now.
Might you look at the various errors and see what should
take priority? 
I am going to go read a book and try to recover from the
weekend with FRUA conversion.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 05, 2015, 10:27:20 PM
Fixed:

In JReaderErrors.txt

All "Cannot determine event trigger type"

Forwarded to CocoaSpud:

In JReaderErrors.txt:
Cannot find data named yes-action  (Question Yes No event)
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 06, 2015, 08:11:43 PM
So far, I haven't run into any events that don't work.  I will have to look and see if I can find a question event.  Does the import keep a log somewhere that I can reference?
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 06, 2015, 08:17:36 PM
I tried one of the Question (Yes/No) events, and it seemed to work fine.  Unless I know which events to look at, I won't be able to figure out if they're working or not. 

EDIT:
I found a lot of errors relating to images, and errors like this:

Cannot determine event trigger type
Error occurred at line number 262994


But that doesn't tell me what to look at.  Where are these line numbers located?
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 06, 2015, 10:26:30 PM
I fixed the "Event Trigger type" errors as noted in a previous
post.

Those line numbers printed by ConvertFRUA refer to
the .json file in the folder DUNGEON_CRAFT_DESIGN\data.

The file is "FRUA.json".  It is produced by CocoaSpud's
program FRUAExport.exe from the FRUA design.

Reading that file ain't easy for a human.  There are a lot of
indirect references. 

My notion is that we should concentrate on errors affecting
the map and events.  But I guess that is based on  my assumption
that you would like your work to begin there.  Perhaps you are
more interested in working on the artwork or the monster
definitions that do not have default definitions.

As far as a log of events is concerned.....no.  The Levelnnn.txt
files list all the events for a level but these, too, are hard
reading for a human.  In particular, it can be difficult to determine
the location of any event that is not at the root of a chain.  Not
impossible, but certainly a chore.  You have to work your way
backwards through the links.  If there is a particular event
or event type that you want to locate, let me know; I am
an expert at reading these dumps.

I would offer to provide a way to list events in a more
convenient format if the work on my part would be cost-
effective.  It would probably require eight hours of my time.

Quote
I haven't run into any events that don't work
That is better news than I expected.

Edit:  PS.  I am busy.  The event import has a couple of
quirks that need ironing out.  Just to let you know I am not
idle waiting for additional bug reports.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 07, 2015, 10:19:59 AM
That is better news than I expected.

Edit:  PS.  I am busy.  The event import has a couple of
quirks that need ironing out.  Just to let you know I am not
idle waiting for additional bug reports.

That's fine.  I'm pushing forward with the module conversion at this point.  If I come up with any issues related to the conversion, I'll let you know.  All other DC bugs in general I will post in other threads.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 07, 2015, 04:41:06 PM
Quote
I'm pushing forward with the module conversion at this point.

What do you mean 'pushing forward'?

I hope you are not putting a lot of effort into the
converted and imported databases and levels.
If we uncover some significant errors in the conversion
and you have to do the conversion again, you will lose
any work you have done.

If you mean 'creating artwork' and 'making plans' then
that is great.

I'll have a new release of the conversion tools tonight.
CocoaSpud fixed 'yes-action' and I have fixed a few problems
in ConvertFRUA and the editor that were giving misleading
information.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 07, 2015, 05:07:07 PM
The best way to find out if something is broken or doesn't work correctly is to put it to normal use.  So, if I lose work, I lose work, but at least I'll uncover bugs.

Speaking of that, I came across a "Special Item" event that originally gave the party "Quest 30" in FRUA (which was a shortcut I used to start a quest by just giving it to the party as an item).  In DC, though, it didn't give the party anything.  It could be a result of not being able to actually give a quest as an item in DC or it could be an issue with how it was imported.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 07, 2015, 05:43:10 PM
It appears that I have found that event.  In level 37.

I think ConvertFRUA is at fault.

Thanks.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 07, 2015, 08:40:40 PM
Try:
http://dianneandpaul.net/UAF/FRUAConversion/Update20151007.zip

It fixes one problem with the Give Special Item Quest 30.
Hopefully the only problem.

It fixes the Question Yes-No 'Yes-Action' missing problem.

It fixes some problems with the editor providing misleading
information in the log file.
Title: Re: Importing FRUA Designs
Post by: Jaesun on October 07, 2015, 08:53:11 PM
A while back, me and Paul were working on the FRUA to DC conversion, and I already have a NON-HACKED FRUA module that contains every single type of event, every single type of event check, and a few quest and some other odd checks, as well as some art checks too. Would you like me to continue to do a detailed report on converting FRUA to DC again? I still have some free time here and there, and would happy to do this again if it would be of any help?
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 07, 2015, 09:02:27 PM
Yes, indeed.  The conversion process has been
very much changed and automated since you
last helped me iron out many of the bugs.

ProphetSword is checking those features used
in his design, not intentionally a complete set
of features.  The fact that he hopes to actually
make use of the facility inspired me to get started
again.

If you were able to test some of the 'lesser used'
features of the events and event triggers, that would
give me a lot more confidence that we could proceed
to call this a working tool set.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 07, 2015, 09:15:28 PM
I have encountered an error.  No combats will fire.  You can set the event, set the monsters, etc.  But, when you test it, all that happens is that it tells you to press "Enter" and when you do, it says "You Won!"

The combats work fine if I build them in a previous version of the editor (in a different test design).  Don't know if that makes a difference. 
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 07, 2015, 09:45:45 PM
May I see the UAFErr_Engine.txt?
Title: Re: Importing FRUA Designs
Post by: Jaesun on October 07, 2015, 11:02:04 PM
If you were able to test some of the 'lesser used'
features of the events and event triggers, that would
give me a lot more confidence that we could proceed
to call this a working tool set.

I still have my DCCONV04 module, and that checks (almost everything). As soon as I have some time, I will give you a report.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 08, 2015, 06:34:45 AM
Here you go.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 08, 2015, 09:33:54 AM
Actually, I may know what is causing this issue.  The imported design did not include any default character combat icons that you could choose (something which does appear in a new DC design usually).  It didn't occur to me, but the test character may also not have a combat icon, which could be causing the combats to fail.

EDIT:
To clarify what I mean about the character creation issue, when you create a character in the game, it tells you that there are no portrait images and no combat icons.  This error persists even when I copy the default artwork for these into the directory in the hopes that the game engine will find them.  Not sure why it's happening.

I can take the most current editor, start a brand new DC design, drop a combat in it and test it, and it works fine.  So this problem only seems to persist in the FRUA imported designs and cannot be fixed even if you rebuild the combat from scratch.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 08, 2015, 09:43:42 AM
I imported another of my designs ("Night of the Basilisk") with the newest update to see if the combat error still occurs.  It does.

Another thing I noticed is that an imported design also doesn't seem to include the executable file for DC in the base directory.  New designs in DC will usually include it by default, I believe, so that's another difference.  Whether it's of importance or not is another matter.

Title: Re: Importing FRUA Designs
Post by: Jaesun on October 08, 2015, 10:48:09 AM
Another thing I noticed is that an imported design also doesn't seem to include the executable file for DC in the base directory.  New designs in DC will usually include it by default, I believe, so that's another difference.  Whether it's of importance or not is another matter.

Check your TemplateDesign.DSN folder, and make sure the DungeonCraft.exe is in there?
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 08, 2015, 10:59:19 AM
Check your TemplateDesign.DSN folder, and make sure the DungeonCraft.exe is in there?

Right.  I get that you can move it manually.  I'm just pointing out the difference in how it's handled when you create a new design in DC versus importing a design.  In one case, the executable is placed in the directory for you.  In another case it isn't.

I point it out because initially I got an error when I attempted to test the design.  It took me a little while to realize the error was caused by the fact that the executable was missing (especially given that the error only mentions an issue with config.txt).  I'm thinking of future ease of use when others attempt FRUA conversions once all the bugs are sorted out.
Title: Re: Importing FRUA Designs
Post by: Jaesun on October 08, 2015, 11:32:37 AM
Files used for this:
DCCONV04.DSN
ConvertFRUA_20151005.zip 1026858 2015-10-05 20:34:46
Update20151007.zip    4269739 2015-10-07 21:40:18

In the FRUA_Conversion/bin folder, I replaced ConvertFRUA.exe and FRUAExport.exe from the Update20151007.zip    4269739 2015-10-07 21:40:18 zip file. And also replaced DungeonCraftEditor.exe  FRUA_Conversion/editor folder from the same zip.

I opened 2 windows and dragged my copy of DCCONV04.DSN on to the FRUA_to_DC.bat

The console command window did report one error that was NOT mentioned in the JReaderErrors.txt file:

Did not find or read the default_monsters.dat file!

Previously we needed to copy a few files to our FRUA ROOT DIRECTORY (we used to copy default_monsters.dat to the FRUA ROOT DIRECTORY). The current NewInstructions.txt does not mention moving any files over there, so I did not.

Also, after the DC Editor loads up, we then would have to import all of the databases like ability.txt, baseclass.txt, GlobalData.txt etc... and we needed to import this is a SPECIFIC order (per Manikus).

So before I continue, I just need to clarify from you Paul (and Manikus)

1. Do we need to copy the file default_monsters.dat to the FRUA ROOT DIRECTORY?
2. Do we still need to import all the databases as soon as the DC Editor loads, and in a specific order?

Previously we needed to import the databases in this exact order: GlobalData.txt abilities.txt baseclass.txt classes.txt races.txt spells.txt items.txt monsters.txt specialAbilities.txt

If we DO need to do the above, let me know, and you might also want to change the NewInstructions.txt to mention this?

Let me know when you can. Just want to be 100% sure I am doing this correctly.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 08, 2015, 12:07:05 PM
OK.

1) No icons available.  That is indeed the problem.
I will work this out with Manikus.  We need to create
a new FRUAArtMap.txt and modify ConvertFRUA to
use it.

2) I will change the batch file to copy the appropriate
engine executable into the design folder.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 08, 2015, 12:12:41 PM
Quote
So before I continue, I just need to clarify from you Paul (and Manikus)

1. Do we need to copy the file default_monsters.dat to the FRUA ROOT DIRECTORY?
2. Do we still need to import all the databases as soon as the DC Editor loads, and in a specific order?

These things are supposed to be done automatically.
If you look in the DUNGEON_CRAFT_DESIGN/data folder
you will see a file named 'fruaConvertScript.txt" that should
do the necessary imports when the Editor starts.

There were multiple Update.zip files.  It could very well be that
the first has changes not included in the second. etc.  So all
need to be applied.

If you still get that monsters.dat error, let me know.
Title: Re: Importing FRUA Designs
Post by: Jaesun on October 08, 2015, 12:24:48 PM
There were multiple Update.zip files.  It could very well be that
the first has changes not included in the second. etc.  So all
need to be applied.

If you still get that monsters.dat error, let me know.

Oh crap, I am looking at those updates and yes, there were a bunch of updated files I still need. I will add those and try this again.

EDIT: OK Updated all the files and wow, yeah it now does pretty much everything for you now. Awesome job Paul! :D
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 08, 2015, 12:57:22 PM
Quote
Awesome job Paul

Thank you.  One small step at a time.  I think
testing is the last BIG step.  Things seem to
work pretty well overall.
Title: Re: Importing FRUA Designs
Post by: manikus on October 08, 2015, 01:25:51 PM
No icons will nolt cause a combat to not occur. No AI_Script.BLK causes the engine to crash at teh start of combat, so those two are eliminated.

Ben, I think you need the two icons for "turned to stone" They should be in your TemplateDesign.dsn/Resources folder.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 08, 2015, 01:49:23 PM
Quote
No icons will nolt cause a combat to not occur

I am afraid that if the PC has no icon, he is not placed
in the combat and the combat will end instantly.

The GlobalData.txt has a list of available PC icons (iconPics].
But it is empty.  We need a list of PC icon files in the
FRUAArtMap.txt file (along with sprites, etc.)
We can talk about this vial email better, perhaps.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 09, 2015, 09:22:51 AM
No icons will nolt cause a combat to not occur. No AI_Script.BLK causes the engine to crash at teh start of combat, so those two are eliminated.

Oddly, the imported designs do not have AI_Script.BLK.  Adding it to the design does not fix the issue, though.  When you enter combat, all the happens is that you press return, and it says "You Won!"

Quote
Ben, I think you need the two icons for "turned to stone" They should be in your TemplateDesign.dsn/Resources folder.

The imported FRUA designs are missing a lot of default resources.  I copied them all over.  It still didn't fix the combat issue.  It also did not fix the other issues, as newly created characters are still told there are no available icons or portraits.

But, again, if you create a brand new design in the newest editor (not an import of FRUA), combat will work completely fine and as you'd expect it. It's really baffling.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 09, 2015, 12:21:36 PM
Training Halls are completely broken.  They work fine in a standard DC module, but not in an FRUA import.

I created two events in a new DC module.  One gave the party 100,000 experience points.  The other was a training hall that allowed training for free.  As predicted, each time the characters gained 100,000 xp, they could train.  At the training hall, they train as normal.

Using the same editor, I added the same two events to my FRUA import to test this functionality.  The characters gain the XP, but they never train.  The "Train" option appears on the menu, you press it and it disappears from the menu.  The character does not go up in level and their XP doesn't change (at one point, I had a level 2 character with over 500,000 XP). 

So, add that to the bug list.
Title: Re: Importing FRUA Designs
Post by: manikus on October 09, 2015, 02:22:48 PM
Quote
No icons will nolt cause a combat to not occur

I am afraid that if the PC has no icon, he is not placed
in the combat and the combat will end instantly.


It's interesting that you say that, because I am testing a design of my own quite a bit the last couple of days, specifically combat events, and the testing PC I am using does not have a small pic or icon. Yet, none of the combats fail to fire - the combat cursor is just over the square where I would see the icon if it were there. I can even use the combat if the opponent is an NPC with no icon (monster with no icon will not work, however).
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 09, 2015, 06:37:36 PM
Manikus:  Help!

Did you provide me with a SpecialAbilities.txt to be
used with FRUA conversion?  The one I have is
only two lines.  In particular it does not have
the monster placement script.

Or should we use the latest SpecialAbilities.txt from
your resources folder?

Edit: Never mind.  I think I found the default SpecialAbilities.txt
in an old archive from last year.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 09, 2015, 08:47:25 PM
I posted an entirely new set of conversion tools:

http://dianneandpaul.net/UAF/FRUAConversion/FRUA_Conversion_20151009.zip

So many things changed that I thought another update
inadvisable.

With these tools I converted alliance and entered a combat.
The Orc won.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 09, 2015, 09:28:38 PM
On the plus side, combats are working.

However, using just the default resource graphics (didn't change anything, ran the design after a fresh conversion from FRUA), I encountered some graphical glitches in regards to how the frame pieces are set up (see the screenshot below, where there are frame pieces missing, one in the wrong place, and the combat information is misaligned). 

In addition, the "Add NPC" event doesn't seem to be working.  During my test of the design, I encountered an NPC, but when I added her to the party, she did not join the party.  Not sure why.  I'll look into that some more.

Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 09, 2015, 09:41:11 PM
Okay, I think that the NPCs aren't working because DC isn't importing them.  There were no NPCs available.  When you create one, the event works fine.  So, I guess it's just a matter of if DC is going to handle converting the NPCs or if the person doing the conversion of the module will have to recreate them.  Just letting you know.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 09, 2015, 09:46:12 PM
Ah, progress in little steps.

Graphic glitches with frames:  Manikus has been
working on this.  Evidently we need a new config.txt
file or different default values.  Probably both.

Manikus????

NPCs.  Jaesun complained of this, too.  I think I have
to return to CocoaSpud for help exporting NPC data.
I don't think there is any to be had right now.
Title: Re: Importing FRUA Designs
Post by: manikus on October 10, 2015, 03:51:24 PM
Work on DC that doesn't involve me has surpassed where I am at with what I am working on, in particular the new config.txt stuff.

Here is what I have right now... to look correct you need the combat border files too (set them in Global settings).
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 10, 2015, 04:36:19 PM
Quote from: ProphetSword
NPCs aren't working because DC isn't importing them

I found the NPCs mixed in with the FRUA monsters.
They appear to be differentiated by a flag "combat mode = npc"
versus "combat mode = combat".

At any rate, I will attempt to generate "*.CHAR" files and
add the editor script lines to automatically import them.
These are rather complicated files.  But I'll have something
to try in a day or two.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 12, 2015, 10:19:07 AM
I offer an updated ConvertFRUA and DungeonCraftEditor which
automatically import the NPCs from an FRUA design. 
At least sorta.  We can work on any errors.

http://dianneandpaul.net/UAF/FRUAConversion/ConvertFRUA_20151011.zip
http://dianneandpaul.net/UAF/FRUAConversion/DungeonCraftEditor_20151011.zip

Unzip into proper folder and CONVERT!
Then check menu "Global/NPCs".
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 12, 2015, 08:25:01 PM
It seems to find the NPCs, but doesn't seem to know what race they are...except for one NPC that it figured out okay.  If you EDIT them, it defaults them to the race of Dwarf.  There's also an oddity in how it capitalizes some names and not others.  Not sure what that's about, but I doubt it's game-breaking.  A minor annoyance at worst.
Title: Re: Importing FRUA Designs
Post by: steve_mcdee on October 13, 2015, 01:17:26 AM
I wonder whether the capitalisation might be carried straight over from FRUA, given that the default FRUA font (and most other FRUA fonts) are all-caps fonts?
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 13, 2015, 06:49:30 AM
All text in events shows up in caps, even though I likely didn't have the caps-lock key on when I wrote it.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 13, 2015, 10:05:32 AM
Try:

http://dianneandpaul.net/UAF/FRUAConversion/ConvertFRUA_20151013.zip

It seems to solve the race problem.

The upper/lower case business is because the DC_Default_Monsters.txt
has lower-case characters.  I'll have Manikus decide whether we should
fix DC_Default_Monsters.txt  or whether we should upper-case all
monster names in ConvertFRUA.exe.
Title: Re: Importing FRUA Designs
Post by: manikus on October 13, 2015, 02:00:38 PM
I don't have a file on this computer called DC_Default_Monsters.txt Is this something I created for the conversion process? If so, then we should go ahead and change the names to all caps (if you provide a link to it, I will do it). If you are talking about the monsters.txt database that goes with Default DC, then no, we should not change it. We can however make a special version for the conversion process and make the names all caps. :)
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 13, 2015, 04:38:44 PM
DC_Default_Monsters.txt

I have no idea where it cam from.
I'll ship it to you as soon as I return to my
desktop.  It may very well be the standard
monsters.txt which I renamed for the purpose.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 13, 2015, 04:51:19 PM
Just so you guys know, I am not complaining that the NPC names aren't all caps. I just noticed there was an inconsistency in the way the names appeared, and figured they should be standardized in some way.  If it were up to me, only the first letter of each name would be capitalized.
Title: Re: Importing FRUA Designs
Post by: manikus on October 13, 2015, 06:13:09 PM
Just so you guys know, I am not complaining that the NPC names aren't all caps. I just noticed there was an inconsistency in the way the names appeared, and figured they should be standardized in some way.  If it were up to me, only the first letter of each name would be capitalized.

Not taken as compaining at all. Since this is something that I can easily do, I thought I would. :) If the FRUA text is going to be imported all caps, I should probably make all of the databases match that.
Title: Re: Importing FRUA Designs
Post by: manikus on October 14, 2015, 01:46:03 PM
I've renamed the file FRUA_Conversion_Monsters.txt and attached it below.
This seems like a file I would have made, put I guess not as I did not have a copy on my home computer either. In fact all of the FRUA Conversion stuff I have is pre 1.0 (not counting the stuff from the last week or two).
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 14, 2015, 01:59:12 PM
Thank you, Manikus.

I'll  have a new ConvertFRUA that uses this file
later this afternoon.
Title: Re: Importing FRUA Designs
Post by: manikus on October 14, 2015, 02:28:26 PM
Thank you, Manikus.

I'll  have a new ConvertFRUA that uses this file
later this afternoon.

If you send me the other databases, I'll make the names all caps in those, too.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 14, 2015, 03:45:32 PM
Well, everything looks good, except.....maybe....

The monster named AZER has his name in
upper-case but his weapon, "Azer Mallet", is
in mixed case.

Also:  "BUGBEAR" has a "Spear".
etc.

If we change the items.txt to upper case then
those will become non-existent items.
Won't they?

The output from FRUAExport has the word "Spear"
in mixed case.  It shows that a "KOBOLD" has a
"Sling".  etc.

The output from FRUAExport has the spell "Bless".

The output from FRUAExport has a monster named
"ORC_Archer", "giant SPIDER", etc.

So...where does that leave us?  Are they really all
displayed in upper-case in FRUA?  Or not?  Did
CocoaSpud change them to lower-case?  Or not?
What is going on?

Title: Re: Importing FRUA Designs
Post by: manikus on October 14, 2015, 04:24:56 PM
I did notice that. But I didn't change it becauuse I don't have the other databases to change. If I change the name in only the monsters database, the database wouldn't work properly (none of the itms could import).

Ben mnetioned that he didn't necessarily want everything in all caps for his designs, but for consitency sake we should mix all caps with mixed case FRUA is all caps so it makes mroe sense to use that, and then particular designers/importers who want to do it different can do it different. I will offer to go as far as to make available an alternate set of these databases where all of the names are mixed case. :)
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 14, 2015, 05:57:12 PM
It's really not a big deal. Importers can fix it however they want if you decide to just leave it alone and focus on more important things.  Just noticed it and thought I would point it out in case it was unexpected behavior.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 14, 2015, 06:10:22 PM
Let us say that you change everything you can
find to upper-case.  That is not sufficient!

As I said:
The file produced by FRUAExport contains
lower case names.  Example:

"giant snake"

a monster that does not appear in your default
monster list.

Right now ConvertFRUA compares the names
of the FRUA monsters with the default list, ignoring
case, and used the name from the default list. 
But when the monster is not in the list, it
uses the FRUA name 'as-is'.  Eg: "giant snake".

So, my question (which you did not answer) is:
What does the FRUA player see when a 'giant snake'
appears?  Is it all upper case?  Or not?

Perhaps ProphetSword can answer this.

I would like the DC player to see the same letters,
in the same case, as the FRUA player.

The same question will be asked of items and spells.
Does the FRUA player ever see lower-case characters?


Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 14, 2015, 06:13:52 PM
Quote
It's really not a big deal. ...  focus on more important things.

Right now it is the only thing on my plate!

Moreover, someone will find it supremely
important if I ignore it now and have no
rational reason for what I did.  And I am
striving for accuracy.
Title: Re: Importing FRUA Designs
Post by: manikus on October 14, 2015, 07:13:14 PM
You're both right. It's not that big of a deal...for us, but some designer will freak out. :)

And yes, changing the databases is not the whole of it, but it's what I can do. The other bits are up to someone else.

Paul, FRUA is alwayas upper case. For everything.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 14, 2015, 07:25:27 PM
The first screenshot shows a standard FRUA monster.  Notice that "Goblin" is shown as "GOBLIN."

The second screenshot shows a custom monster name that I created.  I created it as "custom MONSTER," but it shows up as "CUSTOM MONSTER."  Even though I created it that way, it still showed up on screen as "CUSTOM MONSTER" even as I was typing it, as both upper case and lower case letters always appear as upper case.

However, this is not how I would want DC to be.  Everything being fully capital in FRUA was the only option given.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 14, 2015, 07:27:35 PM
Quote
Paul, FRUA is alwayas upper case. For everything.

Ah!  Then I will simply uppercase everything in ConvertFRUA.
Except for things like Special Ability names, scripts, etc.
I'll try to arrange it so that somebody could easily go in later
and change the rules (Or even add an option).

Manikus:  Is uppercase going to destroy some of your
scripts?  Do they check for item names, for example:

$IF (item == "Spear")

This could be quite a disaster.





Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 14, 2015, 07:31:16 PM
Quote
However, this is not how I would want DC to be

No.  No.  No.

DC is not going to be that way.  For now the FRUA->DC
conversion will be that way.

As I said, I will try to make the converter flexible so that
you might later, eg., add an option to uppercase the first
letter of each word and lowercase the rest.
Title: Re: Importing FRUA Designs
Post by: Nol Drek on October 14, 2015, 09:20:13 PM
Paul, FRUA is alwayas upper case. For everything.

I would correct that to say:

FRUA always DISPLAYS text in upper case for everything.

The strings that are actually STORED in the data files are a hodge podge - some all upper case, some all lower case, and some capitalizing the first letter of each word.

The main exception is that all text in a TEXT EVENT gets converted to upper case when the designer saves the design.
Title: Re: Importing FRUA Designs
Post by: manikus on October 15, 2015, 01:31:49 PM
I think Paul is saying that right now, the FRUA to DC conversion process will capitalize everything. Then, when the process of converting is working correctly, he will implement an option to either capitalize all or to preserve the state text appears in the FRUA saved game (not necessarily what the player sees) or to have an option to do initial caps for all words.

Also, all caps will require the SA database to be changed as noted above.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 15, 2015, 02:21:01 PM
Quote
all caps will require the SA database to be changed

Perhaps we can take this opportunity to remove some of
references to proper nouns (Spell names, monster names, etc)
and instead refer to properties of those things (like presence
or absence of an SA).  The capabilities of a weapon ought
not to depend on its name.  What if we release a Swahili
version of DC?
Title: Re: Importing FRUA Designs
Post by: manikus on October 15, 2015, 02:33:25 PM
I could do it that way, but it seems like more work (because it is, though I do realize that this is ffuture-proofing to some extent).
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 15, 2015, 03:13:15 PM
How much of this is in the current SA database?
Can you think of anything the edit/engine could
do to help?

We could implement a case-insensitive comparison
operator (===, perhaps) to help solve the current
problem.

 But....

It would be nice if people could rename their
monsters and still have them work properly.
Of course a "Speckled Spider" with an SA named
"Oyster Shell Backstab Protection" is going to seem
strange.  Everything has a price.



Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 15, 2015, 03:20:18 PM
Is there a reason why scripts are referencing items by string names in the first place instead of by a record number or some other descriptor that would give more flexibility?
Title: Re: Importing FRUA Designs
Post by: manikus on October 15, 2015, 03:46:09 PM
Is there a reason why scripts are referencing items by string names in the first place instead of by a record number or some other descriptor that would give more flexibility?

DC doesn't use ID numbers any longer. And using id/reference numbers instead of names is even worse. The SA
then becomes attached to a slot.

How much of this is in the current SA database?
Can you think of anything the edit/engine could
do to help?

We could implement a case-insensitive comparison
operator (===, perhaps) to help solve the current
problem.

 But....

It would be nice if people could rename their
monsters and still have them work properly.
Of course a "Speckled Spider" with an SA named
"Oyster Shell Backstab Protection" is going to seem
strange.  Everything has a price.

Adding SAs is the best way to go. Best of all, nothing needs to be added to the engine/editor. The only reason I was talking about changing the names in the SA database to be upper case, is that initially we were talking (at least I was) about which is easiest to do, not which is best to do. :)

As for SAs being named after monsters, there is not a lot of that going on right now, and most name references are to differentiate SAs from one another like "monster_BasiliskGaze" and "monster_MedusaGaze".
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 15, 2015, 05:06:53 PM
Quote
a record number...would give more flexibility

0.914 used integers to identify everything.
It was a major effort abandoning those integers in favor of names.

So, if I create a monster that has a weapon with special
properties versus a particular armor type:

monster 217 has ability 775 verses armor 83.

Not only 'YUK'.  If you want to import such a
monster into your game.....good luck.  Those numbers
mean something entirely different to your design.
You have to find and change all the references.

A "Speckled Spider" with "Lactobacillus Poison" against
"Yogurt Greaves" is so much less likely to
cause a conflict.  And it is a bit more human-readable.
We thought it gave MORE flexibility.

Even within a single design, we were forever having
disasters when updating the various databases and
when one database was not exactly in sync with all
the others.  The names make the databases very
much more independent of one another.  This allows
the designer to edit the databases with an ordinary
text editor, a feature that Manikus has found to be
of great value, if I am not mistaken. 

In any case, whether it is for the good or bad, that
is the way it is now.  As a matter-of-fact, you are
welcome to name your "Spear" as "546".  The word
"Spear" will be shown to the player and your script
can refer to it as "546" if you think that will provide
additional flexibility.


Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 15, 2015, 07:44:32 PM
No worries.  I was just curious.  Every database has some kind of key, and usually it's an integer key.  Obviously, there were good reasons to change it.  I just thought that referencing records by key instead of by string might avoid the issue.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 16, 2015, 09:21:39 AM
Quote from: Manikus
I've renamed the file FRUA_Conversion_Monsters.txt and attached it below

The editor complains about many of the monsters
not having any attack.  It has been adding a default
line:  "attack = 6,1,0,attacks,".  Any idea what should
be happening?

For example:

\(BEGIN)
name = DROW AMAZON
icon file = icon_DrowAmazon.png,0,2,48,48,0,1,2
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence =
armor class =
movement rate =
hit dice =
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 20
magic resistance = 0
size = medium
morale = 25
experience point value =
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = none
Undead = none
\(END)
Title: Re: Importing FRUA Designs
Post by: manikus on October 16, 2015, 01:19:25 PM
I suspect that there are bits being ignored in the record. I base this solely on all of the stuff I have been doing with the GoldBox games and they all have damage per attack in the monster file.
It definitely should not be "attack = none".
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 16, 2015, 03:43:52 PM
Quote
I suspect that there are bits being ignored in the record

What record?  I quoted from the file you
posted a while ago.  14 October.  Did you create
that file from some other file that was incomplete?
Do you know where it came from?  What was
the source of your information? 

Can you provide a file with the attack information or
should I attempt to go to the source?
Title: Re: Importing FRUA Designs
Post by: manikus on October 16, 2015, 03:48:25 PM
I mean the FRUA files. The data for the attacks is in there, but not appearing in the export.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 16, 2015, 07:55:35 PM
Thanks.  I'll look into the json file and contact
CocoaSpud if necessary.

I may be a couple of days doing this.  I just ran
into problems under my other hat.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 21, 2015, 10:53:48 PM
Work on DC that doesn't involve me has surpassed where I am at with what I am working on, in particular the new config.txt stuff.

Here is what I have right now... to look correct you need the combat border files too (set them in Global settings).

How exactly do I set those?
Title: Re: Importing FRUA Designs
Post by: manikus on October 22, 2015, 01:42:43 PM
Work on DC that doesn't involve me has surpassed where I am at with what I am working on, in particular the new config.txt stuff.

Here is what I have right now... to look correct you need the combat border files too (set them in Global settings).

How exactly do I set those?

They are attachments to the post. Unless you mean something more up-to-date, i.e. finished. That doesn't quite exist yet as there is still one part of this that is buggy and Paul and I are working on.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 22, 2015, 09:45:35 PM
Manikus:

I am back to the FRUA importation project.
I have made lots of corrections.  I ran across
this:  The "FRUA_Conversion_Monsters.txt" file
has a definition for ACOLYTE with an incomplete
"attack = " line.  What is intended here? Silence?

\(BEGIN)
name = ACOLYTE
icon file = icon_Acolyte.png,0,2,48,48,0,1,2
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 11
armor class = 10
movement rate = 12
hit dice = 2.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 20
magic resistance = 0
size = medium
morale = 25
experience point value = 65
Special Ability = monsterLevel,2
Special Ability = monster_CombatantAlignment,evil
Class = Cleric
Race = Human
form = mammal
penalty = none
immunity = none
Misc Options = can be held/charmed
item = Scale Mail
item = Quarter Staff
item = monsterClericCauseLightWounds
item = monsterClericCureLightWounds
attack = 2,1,0,
Undead = none
\(END)
Title: Re: Importing FRUA Designs
Post by: manikus on October 23, 2015, 01:25:35 PM
It should read:
Code: [Select]
attack = 2,1,0,attacks,
[/code[
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 23, 2015, 07:45:02 PM
I fixed a lot of things.  Some rather major and
therefore I probably broke some things.
Anyway, the entire conversion package is posted:

http://dianneandpaul.net/UAF/FRUAConversion/FRUA_Conversion_20151023.zip

I have forgotten where we were in this process.
Please remind me of any outstanding problems
that this release has not fixed.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 24, 2015, 01:28:12 PM
I fixed a lot of things.  Some rather major and
therefore I probably broke some things.
Anyway, the entire conversion package is posted:

http://dianneandpaul.net/UAF/FRUAConversion/FRUA_Conversion_20151023.zip (http://dianneandpaul.net/UAF/FRUAConversion/FRUA_Conversion_20151023.zip)

I have forgotten where we were in this process.
Please remind me of any outstanding problems
that this release has not fixed.

I'll let you know if anything breaks this time around.  Anything in particular I should be looking for?
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 24, 2015, 01:49:31 PM
Just playing around, I noticed two issues.  One is likely related to doing an FRUA conversion...the other may or may not be.  A screenshot accompanies each.

1) In some cases, no backdrop is supplied.  As you can see in the first screenshot, an interior area has black on both the top and the bottom. Looking into the original module, I find that this backdrop was originally the "Wasteland" backdrop, but in my module I had altered it with new graphics (don't know if that matters, since other altered backdrops showed up as their defaults.

2) Monsters seem to be configuring their hit point totals wrong.  I noticed they're all set to Hit Dice instead of Hit Points.  So, as a result, I have Goblins who now have 4 Hit Dice (and nearly 20 hit points each) instead of just 4 hit points.  If you look at the list, you'll see that some monsters have really high HD, like the Hill Giant, who has 52.0+1 Hit Dice, which gives him a ridiculous hit point range of 53-417.  In AD&D, Hill Giants have around 8+1 Hit Dice, meaning that the 52 was probably meant to be their Hit Points.  I don't know if this is an issue with DC in general, or if it's an issue just with conversions).


Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 24, 2015, 04:36:10 PM
Here is the definition I received from CocoaSpud: (edited)
As you can see, the "hit points" is specified as 52.
See below for the definition I received from Manikus:

         "age_years" : "25",
         "attack_1_damage_bonus" : "0",
         "attack_1_damage_dice_sides" : "0",
         "attack_1_nbr_attacks_per_2_rounds" : "0",
         "attack_1_num_damage_dice" : "0",
         "attack_1_unarmed_damage_bonus" : "0",
         "attack_1_unarmed_damage_dice_sides" : "8",
         "attack_1_unarmed_nbr_attacks_per_2_rounds" : "2",
         "attack_1_unarmed_num_damage_dice" : "2",
         "attack_2_damage_bonus" : "0",
         "attack_2_damage_dice_sides" : "0",
         "attack_2_nbr_attacks_per_2_rounds" : "0",
         "attack_2_num_damage_dice" : "0",
         "attack_2_unarmed_damage_bonus" : "0",
         "attack_2_unarmed_damage_dice_sides" : "0",
         "attack_2_unarmed_nbr_attacks_per_2_rounds" : "0",
         "attack_2_unarmed_num_damage_dice" : "0",
         "hitpoints_adjusted" : "52",
         "hitpoints_base" : "52",
         "hitpoints_maximum" : "52",
         "hitpoints_predrain" : "0",
         "level_current" : "8",
         "level_current_cleric" : "0",
         "level_current_fighter" : "8",
         "level_current_knight" : "0",
         "level_current_mage" : "0",
         "level_current_paladin" : "0",
         "level_current_ranger" : "0",
         "level_current_thief" : "0",
         "level_fighter_sweep" : "0",
         "level_former_class" : "0",
         "name" : "HILL GIANT",
         "thaco_adjusted" : "0",
         "thaco_base" : "12",


The following from Manikus:

name = HILL GIANT
hit dice = 8.000000
treat HD as hit points = yes
hit dice bonus = 1
THAC0 = 12

DC wants the following three lines:

hit dice = 52
treat HD as hit points = yes
hit dice bonus = 1

I assume that because "Treat HD as HP=yes"
then the monsters HD should be 0+52.
What about the bonus?  Why does the definition
from Manikus say HD = 8.000000?  That is a
big difference from 52!  Whom should I believe?
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 24, 2015, 07:14:08 PM
It's definitely a problem with the converted modules.  I started a new module in DC for testing, and the monster Hit Dice are displayed correctly (except in the case of dragons, which have 50+ Hit Dice for some reason).  Somewhere along the way, Hit Points are being placed into the Hit Die field.

Screenshot 1:  Shows how the monster HD fields appear in a converted module.

Screenshot 2:  Shows how the monster HD fields appear in a standard DC module.

Screenshot 3:  Shows the Hill Giant monster in combat.  Notice his large number of hit points.  (Combat screen has frame issues due to me not taking time to fix it for the test.  This was already previously reported).


Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 24, 2015, 07:20:41 PM
Thanks for the detailed analysis.
I'll wait for Manikus to straighten me out on
this.  Monday, perhaps.

Right now there are three choices:
8.0 + 1
52 + 0
0 + 52

The last one is obviously wrong so it is a choice
between the others.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 25, 2015, 04:51:35 PM
I've done some extensive testing on the ADD NPC event and how it works in FRUA conversions versus how it works in a standard DC module. 

1) NPCs still don't have a class when imported.  I thought that had been addressed?  Was I wrong about that?  If so, please feel free to disregard.  Here's a screenshot showing what I mean:

(http://i58.tinypic.com/24pf5ao.jpg)

2) You cannot use ADD NPC to add an NPC to a party, even if you add a class to that NPC.  The event simply doesn't add the NPC.  It will display the text in the event and appear to fire, but no NPC is ever added to the party.

3) You can select multiple NPCs or the same NPC up to three times in the add window.  However, all but the first are ignored. Not sure why that's happening, but it's probably something in standard DC that doesn't have anything to do with working on a conversion.

4) In standard DC, you can select a monster as an NPC.  That's...kind of awesome.  However, you cannot do that in a conversion.  You can only pick from imported NPCs.  Here's a pic from a standard DC mod allowing me to select a Drow Cleric as an NPC.  Sure enough, they are added to party when the event fires:

(http://i58.tinypic.com/ru7bit.jpg)

Any thoughts on any of this?

Title: Re: Importing FRUA Designs
Post by: steve_mcdee on October 25, 2015, 05:44:55 PM
I've always found the "Hit Dice" and "Treat HD as HP" fields rather confusing. Wouldn't things work more smoothly if "Hit Dice" and "Hit Points" were defined entirely separately?

DC usually calculates monster hitpoints by rolling "dice", and the dice are determined by the Hit Dice number. This is a nice feature because it means that generic monsters don't all have the same number of hitpoints, there is natural variation.

But it seems to me that, rather than having the option "Treat HD as HP", it would be simpler to have a field called "Hit Points" which can be set at a fixed number. Then DC would, ideally, check the "Hit Points" field. If it is a number then that would be used as that monster's precise hit points. If it is blank then DC would calculate hitpoints for each individual monster using the "Hit Dice" field.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 25, 2015, 06:46:51 PM
NPCs with no class.

Use ConvertFRUA_20151025.zip
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 25, 2015, 07:40:25 PM
NPCs with no class.

Use ConvertFRUA_20151025.zip

Last one posted in this thread was ConvertFRUA_20151023.zip.  Don't find that one anywhere.  Did I miss it?
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 25, 2015, 09:49:21 PM
http://dianneandpaul.net/UAF/FRUAConversion/ConvertFRUA_20151025.zip
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 25, 2015, 10:05:48 PM
Quote
You cannot use ADD NPC to add an NPC to a party,

Try:

http://dianneandpaul.net/UAF/FRUAConversion/ConvertFRUA_20151025_2.zip
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 25, 2015, 11:10:48 PM
Okay, now I'm able to add NPCs to the party.  Noticed one minor issue, though.

Screenshot 1 shows that the NPC added has a level of 0.  Screenshot 2 shows that within the editor, that same NPC is actually level 1.  Not sure what that's about, but I thought I'd bring it to your attention.

Title: Re: Importing FRUA Designs
Post by: manikus on October 26, 2015, 05:03:12 PM
Ben, did you see my earlier post about the newest config.txt as an attachment in this thread? If that doesn't work I need to know.

What do y'all need from me? I'm more than a bit confused by the posts - I'm not sure of some of it is cross-talk (posting at the same time, etc) or rhetorical.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 26, 2015, 05:56:32 PM
Quote
What do y'all need from me

Right now....re: the last posting on page 8.

The HILL GIANT.

8 dice according to the FRUA_Default_Monsters.txt
or ( 8 HP + 1) to be literal because it says to use the
number as HP rather than as dice.

versus

52 Hit points from the FRUAConvert .json file

Something's gotta give.
Title: Re: Importing FRUA Designs
Post by: manikus on October 26, 2015, 06:15:24 PM
I don't know anything about page 8..,.this post is on page 6 of the thread on my computer.. :)

8+1 HD is a range of 9-65 hp. In DC we are using the range, not a specific number in it unless the (non-FRUA) books say a specific hp.
I'm not familiar enough with FRUA to say if all hill giants are 52 hp, or just this instance.

Does this answer the question? Or are you looking for a ruling? If the latter, if Ben says all FRUA Hill Giants are 52 hp, then we go with that, else we leave it as 8+1 hd.

Title: Re: Importing FRUA Designs
Post by: Nol Drek on October 26, 2015, 07:57:00 PM
FRUA has the hit points incorrect for all Giants except the Frost Giant. Most FRUA monsters follow official 1st Edition rules and grant the average of 4.5 hit points per HD.

The numbers in parentheses are the average number of hit points for the Giant type.

1E MM
Cloud Giant 12+2-7 (59) FRUA=72
Fire Giant 11+2-5 (53) FRUA=54
Frost Giant 10+1-4 (48) FRUA=48
Hill Giant 8+1-2 (38) FRUA=52
Storm Giant 15+2-7 (72) FRUA=78

The screenshot above show a Hill Giant who has 52 HD instead of 52 hit points.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 26, 2015, 07:58:27 PM
Quote
I don't know anything about page 8

Learn something every day.  I thought the pagination was
being done by the web server.  How does one refer to a
posting????

I'd be more than happy with the 8D+1.  But the
FRUA_Conversion_monsters.txt says:

hit dice = 8.000000
treat HD as hit points = yes
hit dice bonus = 1

Which ConvertFRUA took literally.

Should we change that 'yes' to 'no' or should
ConvertFRUA ignore that line?  In other words,
will you supply a new Default Monsters file or
should we make do with what we have?

Title: Re: Importing FRUA Designs
Post by: marainein on October 26, 2015, 09:36:14 PM
Is this the right place to discuss importing Ray Dyer's Game39/Pool of Radiance http://frua.rosedragon.org/pc/modules/g/game39.zip (http://frua.rosedragon.org/pc/modules/g/game39.zip) into DC? It's being used as the base for our conversion of it into DC, but manikus has said there are problems with the events when imported.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 26, 2015, 09:46:13 PM
Quote
Is this the right place to discuss importing Ray Dyer's Game39

Why not?  Let us try it and see where it takes us.
Are you using the conversion package from
http://dianneandpaul.net/UAF/FRUAConversion/
We are not prepared to guarantee any wonderful
results with hacked designs.  But we are willing to
work with you to get as much done as possible with
the tools we have.

I don't know to what tools nor to what problems Manikus
was referring.  He may enlighten us tomorrow.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 27, 2015, 12:35:06 PM
Quote
You can select multiple NPCs or the same NPC up to three times

Try:
http://dianneandpaul.net/UAF/FRUAConversion/DungeonCraftEditor_20151027.zip
Title: Re: Importing FRUA Designs
Post by: manikus on October 27, 2015, 01:40:00 PM
Is this the right place to discuss importing Ray Dyer's Game39/Pool of Radiance http://frua.rosedragon.org/pc/modules/g/game39.zip (http://frua.rosedragon.org/pc/modules/g/game39.zip) into DC? It's being used as the base for our conversion of it into DC, but manikus has said there are problems with the events when imported.

Sorry about that - while a true statement, what I didn't make clear is that my import of Game39 is from the old way of importing, long before Paul started this current version of converting FRUA to DC. I was trying to say that I need to re-import it with the new method. :)
Title: Re: Importing FRUA Designs
Post by: manikus on October 27, 2015, 01:59:05 PM
Quote
I don't know anything about page 8

Learn something every day.  I thought the pagination was
being done by the web server.  How does one refer to a
posting????
Paul, to get the url for a specific post, you click on the topic title for that post, each has it's own unique url.

I'd be more than happy with the 8D+1.  But the
FRUA_Conversion_monsters.txt says:

hit dice = 8.000000
treat HD as hit points = yes
hit dice bonus = 1

Which ConvertFRUA took literally.

Should we change that 'yes' to 'no' or should
ConvertFRUA ignore that line?  In other words,
will you supply a new Default Monsters file or
should we make do with what we have?
Well, this still depends on what Ben wants (with input from Steve and Nol, of course).
The issue is not "yes" or "no". Yes should return a number between 9 and 65. No should return an answer of 9. (Caveat is that you are not changing the other two lines.)
Title: Re: Importing FRUA Designs
Post by: marainein on October 27, 2015, 02:27:54 PM
Is this the right place to discuss importing Ray Dyer's Game39/Pool of Radiance http://frua.rosedragon.org/pc/modules/g/game39.zip (http://frua.rosedragon.org/pc/modules/g/game39.zip) into DC? It's being used as the base for our conversion of it into DC, but manikus has said there are problems with the events when imported.

Sorry about that - while a true statement, what I didn't make clear is that my import of Game39 is from the old way of importing, long before Paul started this current version of converting FRUA to DC. I was trying to say that I need to re-import it with the new method. :)
Ok, but have you done the new-way-importing yet, and does it work properly?
Title: Re: Importing FRUA Designs
Post by: manikus on October 27, 2015, 02:52:43 PM
Is this the right place to discuss importing Ray Dyer's Game39/Pool of Radiance http://frua.rosedragon.org/pc/modules/g/game39.zip (http://frua.rosedragon.org/pc/modules/g/game39.zip) into DC? It's being used as the base for our conversion of it into DC, but manikus has said there are problems with the events when imported.

Sorry about that - while a true statement, what I didn't make clear is that my import of Game39 is from the old way of importing, long before Paul started this current version of converting FRUA to DC. I was trying to say that I need to re-import it with the new method. :)
Ok, but have you done the new-way-importing yet, and does it work properly?

Nope. ou'll know when I do. :) It's a process that is still somewhat involved.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 27, 2015, 03:05:05 PM
Quote
the new-way-importing ...does it work properly?

ProphetSword has been using this conversion method almost
daily for a month to help me iron out the rough spots.  He
can answer most knowledgeably but it seems to me that it
already does most of the necessary work rather easily.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 27, 2015, 03:11:27 PM
Quote
Yes should return a number between 9 and 65. No should return an answer of 9

You could have said a lot of things that might have made
sense to me.  This was not one of them.

Two examples:

HD = 8
treat HD as HP = yes
bonus = 1

HD = 8
treat HD as HP = no
bonus = 1

What should the NPCs hit points be in those
two cases?  I'll implement whatever the majority
says (assuming that at least two people can agree).
Title: Re: Importing FRUA Designs
Post by: manikus on October 27, 2015, 03:43:32 PM
Quote
Yes should return a number between 9 and 65. No should return an answer of 9

You could have said a lot of things that might have made
sense to me.  This was not one of them.

Two examples:

HD = 8
treat HD as HP = yes
bonus = 1

HD = 8
treat HD as HP = no
bonus = 1

What should the NPCs hit points be in those
two cases?  I'll implement whatever the majority
says (assuming that at least two people can agree).

It's all right there in my answer, Paul. Think story problem. ;)
If yest, the hp are a range from 9 to 65, and if no, the hp is 9.
Title: Re: Importing FRUA Designs
Post by: steve_mcdee on October 27, 2015, 03:58:57 PM
If you are looking for my input on this:
1. In FRUA, all monsters have a fixed number of hit points (ie, hp were not calculated using hit dice).
2. When FRUA monsters are imported into DC, they should be given the same fixed number of hit points as they had in FRUA.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 27, 2015, 04:24:57 PM
Quote
they should be given the same fixed number of hit points as they had in FRUA

That is the easiest.  If I cannot get two people to agree,
I will break the tie by choosing this.
Title: Re: Importing FRUA Designs
Post by: manikus on October 27, 2015, 04:56:27 PM
If someone will privde me with a list of all FRUA monsters and NPCs, with their HP, I will make the changes. Then we can have the default conversion database and the alternate method available for use (whichever we end up deciding is which).
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 27, 2015, 06:00:04 PM
If I were to supply the conversion file for
"The Heirs to Skull Crag" would that be
sufficient?  Here is a sample of what I think
might be of interest:

         "class" : "Fighter",
         "combat_mode" : "monster",
         "gender" : "male",
         "hitpoints_adjusted" : "3",
         "hitpoints_base" : "3",
         "hitpoints_maximum" : "3",
         "hitpoints_predrain" : "0",
         "level_current" : "1",
         "level_current_cleric" : "0",
         "level_current_fighter" : "1",
         "level_current_knight" : "0",
         "level_current_mage" : "0",
         "level_current_paladin" : "0",
         "level_current_ranger" : "0",
         "level_current_thief" : "0",
         "level_fighter_sweep" : "0",
         "level_former_class" : "0",
         "name" : "KOBOLD",
         "race" : "Monster",
Title: Re: Importing FRUA Designs
Post by: manikus on October 27, 2015, 06:39:13 PM
I would prefer a list that contained only name and hit points (from those options "max hit points").
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 27, 2015, 09:50:48 PM
Ok, but have you done the new-way-importing yet, and does it work properly?

Depends on what you want.  If you just want maps, then you'll probably be fine.  If you want it to work exactly like the original FRUA module...well, good luck with that.  A lot of things will work precisely as you expect, but there are still kinks in the system.  Some you could fix yourself and others you couldn't.  (As an example, until just recently, you would have been unable to add NPCs to the party).



Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 28, 2015, 12:36:30 AM
Quote
As an example, until just recently, you would have been unable to add NPCs to the party

Knowing what doesn't work, as opposed to what didn't work, would
be more helpful.  In my humble opinion.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 28, 2015, 10:44:23 AM
Quote from: Manikus
I would prefer a list that contained only name and hit points

Three files:
http://dianneandpaul.net/UAF/FRUAConversion/Monsters_All.txt
http://dianneandpaul.net/UAF/FRUAConversion/Monsters_sed.txt
http://dianneandpaul.net/UAF/FRUAConversion/monsters_hp.txt

The first - all the monster data in case you want additional info.
The second - the sed script to create the third file.  You can modify.
The third - The distilled monster data....name and HP.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 28, 2015, 01:44:43 PM
If you are looking for my input on this:
1. In FRUA, all monsters have a fixed number of hit points (ie, hp were not calculated using hit dice).
2. When FRUA monsters are imported into DC, they should be given the same fixed number of hit points as they had in FRUA.

I agree with this.  If the goal is to import FRUA modules and have them work more or less the way that they work in FRUA, then the monster hit points should be consistent with how they appear in FRUA.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 28, 2015, 02:05:40 PM
While continuing to test out different events, I came across another bug that doesn't exist in default DC.  The THAC0 for characters is incorrectly displayed as 0 (don't know if it's actually using this number in combat or not).  When I equipped a +5 Bastard Sword, my THAC0 became -5.

In addition, the damage for the weapon is incorrectly displayed as 1D2.

Here are some screenshots:
Title: Re: Importing FRUA Designs
Post by: manikus on October 28, 2015, 02:49:08 PM
Quote from: Manikus
I would prefer a list that contained only name and hit points

Three files:
http://dianneandpaul.net/UAF/FRUAConversion/Monsters_All.txt
http://dianneandpaul.net/UAF/FRUAConversion/Monsters_sed.txt
http://dianneandpaul.net/UAF/FRUAConversion/monsters_hp.txt

The first - all the monster data in case you want additional info.
The second - the sed script to create the third file.  You can modify.
The third - The distilled monster data....name and HP.

Thank you, Paul. I will work on this today.
Title: Re: Importing FRUA Designs
Post by: manikus on October 28, 2015, 02:50:14 PM
While continuing to test out different events, I came across another bug that doesn't exist in default DC.  The THAC0 for characters is incorrectly displayed as 0 (don't know if it's actually using this number in combat or not).  When I equipped a +5 Bastard Sword, my THAC0 became -5.

In addition, the damage for the weapon is incorrectly displayed as 1D2.

Here are some screenshots:

This is a special abilities issue. I will take a look at this today.
Title: Re: Importing FRUA Designs
Post by: manikus on October 28, 2015, 07:38:12 PM
Okay, I didn't realize that there were stubs in the monsters database - I am going to fix those, too, but tomorrow will be when I'm done instead of today.

Edited to add:

I'm still working on this - lots more getting done than just correct HP. I do have a question about monsters, though.
If the FRUA vanilla design has had a monster changed, say the OGRE replaced by UNICORN, is the json export going to say OGER or UNICORN? If it's the former, then we're not importing the design correctly, and if we are getting the latter, our monster database won't be adequate.
Title: Re: Importing FRUA Designs
Post by: manikus on October 30, 2015, 01:44:44 PM
Paul, the complete monster stat json export you made available is not quite complete - it is missing Vampire Lord and Vampire Priest.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 30, 2015, 02:26:41 PM
Quote
it is missing Vampire Lord and Vampire Priest

I'm afraid I have no explanation.
I'll check with CocoaSpud.
Title: Re: Importing FRUA Designs
Post by: manikus on October 30, 2015, 02:45:02 PM
Quote
it is missing Vampire Lord and Vampire Priest

I'm afraid I have no explanation.
I'll check with CocoaSpud.

Thanks, Paul.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 30, 2015, 03:20:20 PM
I have an explanation now.  What I posted was
an export of 'Heirs to Skull Crag'.  It did not
have VAMPIRE LORD or VAMPIRE PRIEST.

I have attached an export of the 'Tutorial Design'.
It has those monsters.
Title: Re: Importing FRUA Designs
Post by: manikus on October 30, 2015, 03:51:06 PM
Thank you, Paul.
Title: Re: Importing FRUA Designs
Post by: ProphetSword on October 30, 2015, 06:39:14 PM
Just as a quick note, I'm still testing out the various events.  I haven't run into any issues since my last post.  Just wanted you to know I was still working on it slowly but surely.  I guess it's a good thing that the events work as expected so far.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 30, 2015, 07:18:58 PM
Quote
the events work as expected so far

Thanks for the update.  That is good news and a
bit unexpected.  There are lots of places to go wrong.

It sounds as if a person might  try a conversion and
expect to have only a manageable struggle to fix
things up manually.

We still have to face the list of errors noted by the
conversion process.....mostly missing graphics, I think.
After the monsters are properly converted, perhaps.
Title: Re: Importing FRUA Designs
Post by: manikus on October 31, 2015, 02:36:31 PM
I am also surprised that there aren't more issues, just based onlooking at the databases. I will have the monsters database updated either today or Monday, and updated the races database last night. I will post them all here.


The issues with missing graphics related to monsters are not going to be solved by updated databases if the FRUA mod has changed a monster and it's image. If a design has replaced the Orc with a Muggle, the database cannot deal with this, and I suspect that the picture (presuming it was also changed - smallpic and icon) they will not be referenced in the art map, nor will they exist in the conversion Resources.
I strongly suspect that in a short time we will be working on a program to take the json file and creating a new monster database based directly on it. I think marainein might be the person for this task as they have already done this for Pools of Radiance (using Python if I remember correctly).
Title: Re: Importing FRUA Designs
Post by: manikus on October 31, 2015, 04:02:59 PM
Attached are updated monster, race and class databases. I noticed that the class database was missing from the download I have.

The monster database will need to be updated again when the items database is updated (putting names in upper case).
I also need to update the spells database.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 31, 2015, 04:28:05 PM
Quote
a program to take the json file and creating a new monster database based directly on it

ConvertFRUA already does this.  Mostly.
It attempts to combine the FRUA_Conversion_Monsters.txt
with the data from the json file to produce a new
monsters.txt.  If an FRUA monster is missing from the
default, it will still be included in the final monsters.txt
with whatever information it can gain from the json file.

How it does this is certainly not set in stone.  If you
find problems, let me know how we might correct them.

But people can do their conversions before the monster
database is finalized so long as they wait to edit
the monster database itself.  When the monster
database is finalized they can simply replace that
piece of their design.
Title: Re: Importing FRUA Designs
Post by: manikus on October 31, 2015, 05:02:17 PM
Quote
a program to take the json file and creating a new monster database based directly on it

ConvertFRUA already does this.  Mostly.
It attempts to combine the FRUA_Conversion_Monsters.txt
with the data from the json file to produce a new
monsters.txt.  If an FRUA monster is missing from the
default, it will still be included in the final monsters.txt
with whatever information it can gain from the json file.

How it does this is certainly not set in stone.  If you
find problems, let me know how we might correct them.

But people can do their conversions before the monster
database is finalized so long as they wait to edit
the monster database itself.  When the monster
database is finalized they can simply replace that
piece of their design.

I guess if I used this more, I would have known that. :)
If the conversion program is creating the "different" monsters and they work correctly, why not have it do all the monsters for each conversion? Everything in the monster database is in the json file, but the special abilities have different names than the ones used in the specialAbilities database. However, we (me I guess) could create an SA map for use, since there are a set and predefined number of SAs in FRUA.
Honestly, if someone can point me to a good tutorial on how to take data from one file and port it into another file, I will work on doing this.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 31, 2015, 05:27:42 PM
Quote
If the conversion program is creating the "different" monsters and they work correctly,

The key word here is "correctly". 

One thing that would be missing is all the introductory
text in the monsters.txt.  That comes from the
FRUA_Conversion_monsters.txt.

Do you want to try a conversion without the monster
data in the FRUA_Conversion_monsters.txt?  Who can
examine the output from such an experiment to
determine 'correctness'?
Title: Re: Importing FRUA Designs
Post by: manikus on October 31, 2015, 05:53:57 PM
Quote
If the conversion program is creating the "different" monsters and they work correctly,

The key word here is "correctly". 

One thing that would be missing is all the introductory
text in the monsters.txt.  That comes from the
FRUA_Conversion_monsters.txt.

Do you want to try a conversion without the monster
data in the FRUA_Conversion_monsters.txt?  Who can
examine the output from such an experiment to
determine 'correctness'?

I agree that correctly is the key word. I have FRUA and the DC monster database knowledge to look at such an export and determine if it is what is needed.

The header text  for each of the files could be listed in their own files and that be the thing that is added - though I think that monsters database is the only one at this point that iI am talking about being generated by the conversion process. If we later add some kind of support for different races, items or spells, those would come into play as well.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on October 31, 2015, 06:21:13 PM
Quote
I have FRUA and the DC monster database knowledge to look at such an export

I think you should remove some monsters from the
FRUA_Conversion file, do a conversion, and see if
things go well.  As I said, I am ready to change
ConvertFRUA.exe if we can find ways to make the
direct conversion more accurate.

Quote
monsters database is the only one at this point that iI am talking about being generated by the conversion process

All the databases are generated by the conversion process.
Some may have the 'instructional headers' and some may
not.  They all should and I can make it that way.

Some of the databases are 'json' files, not 'txt' files.  They
have no 'instructional headers'.  I don't know if they should.
Title: Re: Importing FRUA Designs
Post by: manikus on October 31, 2015, 06:31:07 PM
I'll play around with this over the weekend and have something for you on Monday.
Title: Re: Importing FRUA Designs
Post by: manikus on November 02, 2015, 01:59:13 PM
Paul, I've attached a monsters.txt that I made using the latest FRUA Conversion set. I tried removing the Drow and Hill Giant Shaman to see if the conversion would add them. It did, but they're not usable. I put notes as comments at the top of the file.
It also breaks all of the monsters that are used from the FRUA_Conversion_monsters.txt, not enough that the file won't load, but none of the monsters are correct after the conversion.
Title: Re: Importing FRUA Designs
Post by: manikus on November 03, 2015, 01:58:57 PM
Okay, just a note.

I've now converted half a dozen FRUA designs. Some are not vanilla because I wanted to see what the conversion program would do. While the databases that are generated are not necessarily correct yet, it is very easy to tell what has been done (mostly working with the monsters.txt database).
I have noticed that all elvels and global data are in the text formats, too. Very nice.

All the events I have checked are imporing and working correctly.

And ease of use? Talk about simple to use...

Good wrok Paul and Richard.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 04, 2015, 12:41:04 PM
Quote from: Manikus
I've attached a monsters.txt that I made using the latest FRUA Conversion set.

And in that file you say:

Quote
// Drow Amazon, Drow Champion, Drow Pries, Drow Priestess, Hill Gnt Shaman
// all have same XP value

I just looked at the file you, yourself, posted and I see:
DROW CHAMPION  experience point value = 8000
DROW PRIEST  experience point value = 5000

Certainly not the same.  And I used the FRUA monster
editor to verify that these two are correct.  I only checked
these two.

At any rate, let us work out all your problems one-at-a-time
before I get totally confused as to what I am doing.
Title: Re: Importing FRUA Designs
Post by: manikus on November 04, 2015, 01:23:50 PM
I did  not use the FRUA editor to get those values. I used the json file that you posted.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 04, 2015, 01:31:17 PM
I'm lost.  Let's start over.

What is the problem with monster experience?
Title: Re: Importing FRUA Designs
Post by: manikus on November 04, 2015, 01:55:02 PM
I'm lost.  Let's start over.

What is the problem with monster experience?

The database I attached was created by the conversion process. The four DROW and the HILL GNT SHAMAN were not in the version of the FRUA_Conversion_monsters.txt - they were made by the conversion rsoftware.

So:
They have a lot of wrong info, some of which I listed in my notes in the file
Also:
The conversion process breaks teh FRUA_Conversion_monsters.txt as it creates teh monsters.txt. There were notes as to these breaks as well.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 04, 2015, 03:00:31 PM
Quote
They have a lot of wrong info, some of which I listed in my notes in the file

One of the things you listed in your file was this:

Quote
Drow Amazon, Drow Champion, Drow Pries, Drow Priestess, Hill Gnt Shaman
// all have same XP value,

But I disagreed with your statement and quoted from the
very same file that contains your comment.  The file
you sent to demonstrate the problem.

DROW CHAMPION  experience point value = 8000
DROW PRIEST experience point value = 5000

So, how can you say that they are all the same?

Moreover, not only are they different (8000 vs 5000),
but they are the values listed by the FRUA monster editor
and are therefore, supposedly, correct.
What numbers would you like to see? and why?

I think we have a case of misunderstanding somewhere
nearby.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 04, 2015, 03:03:28 PM
Quote
The conversion process breaks teh FRUA_Conversion_monsters.txt

I don't understand the workd 'breaks'.

I have done many conversions and my FRUA_Conversion_monstters.txt
is still in one piece and evidently unchanged.  Yours is 'broken'?
What are the symptoms?
Title: Re: Importing FRUA Designs
Post by: manikus on November 04, 2015, 04:27:15 PM
Quote
They have a lot of wrong info, some of which I listed in my notes in the file

One of the things you listed in your file was this:

Quote
Drow Amazon, Drow Champion, Drow Pries, Drow Priestess, Hill Gnt Shaman
// all have same XP value,

But I disagreed with your statement and quoted from the
very same file that contains your comment.  The file
you sent to demonstrate the problem.

DROW CHAMPION  experience point value = 8000
DROW PRIEST experience point value = 5000

So, how can you say that they are all the same?

Moreover, not only are they different (8000 vs 5000),
but they are the values listed by the FRUA monster editor
and are therefore, supposedly, correct.
What numbers would you like to see? and why?

I think we have a case of misunderstanding somewhere
nearby.

You are absolutely correct, they are not the same as each other. So, either I meant to write a different keyword or it was part of a thought that I didn't finish, or I guess just completely crazy.

I am going to try going about this a different way.
I am going to show an example monster that the conversion process generated and go throug it line by line.

Code: [Select]
\(BEGIN)
//JSON Line = 35011
name = DROW AMAZON
icon file = icon_Alias.png,0,2,48,48,0,1,2 // wrong icon, if it does not generate an icon name based on monster danme would be better to leave blank
miss sound = sound_Miss.wav
hit sound = sound_Hit.wav
move sound = sound_MonsterMoveStep.wav
death sound = sound_MonsterDeathMedium.wav
intelligence = 18
armor class = 10
movement rate = 0 // should be 12
hit dice = 34
treat HD as hit points = yes // should be no
hit dice bonus = 0
THAC0 = 16
magic resistance = 66
size = medium
morale = 40
experience point value = 3000
Special Ability = monsterLevel,6
Special Ability = XP_Value$SYS$,734 // the above experince point value is correct, this line should not be add as it is not correct and if correct would be redundant
Special Ability = monster_CombatantAlignment,good // this creatue is evil
Class = FIGHTER/MAGIC-USER/THIEF
Racce = HUMAN // should be elf
form = mammal
penalty = none
//immunity = none // this should not be commented out
Misc Options = none
item = PLATE MAIL // not listed in json
item = SHIELD // not listed in json
item = COMPOSITE SHORT BOW // not listed in json
item = ARROW,15 // not listed in json
item = LONG SWORD // not listed in json
//attack = 2,1,0,attacks, // don't  know where this came from, since auto-generated is below
Undead = none
//charisma = 15
//constitution = 15
//dexterity = 18
//strength = 15
//wisdom = 14
//age = 66
//alignment = chaotic evil // this should be the info that applies to the SA monster_CombatantAlignment above
attack = 2, 1, 0, Attacks, none // works but does not need word "none"
attack = 0, 0, 0, Attacks, none // 0,0,0 attacks should not be listed
//combat mode = monster
//combat status = active
//cure disease allowed = 0
//current status = okay
//encumbrance in coins = 0
item = HEALING, 1 // not correct - should be Drow Long Sword +3
item = HEALING, 1 // not correct - should be Bracers AC 4
item = NECKLACE DRAGON, 1 // not correct - should be Cloak of Protection +2
//equip num hands full = 0
//experience current = 0
//experience predrain = 0
//gender = female
//hitpoints adjusted = 34
//hitpoints predrain = 0
//hitpoints base = 27
//icon index = 0
//icon id = 109
//bundles carried = 0
//can equip cleric = 1
//can equip fighter = 1
//can equip knight = 0
//can equip magic user = 1
//can equip paladin ranger = 0
//can equip thief = 1
//level current = 8
//level current cleric = 0
//level current fighter = 7
//level current knight = 0
//level current mage = 7
//level current paladin = 0
//level current ranger = 0
//level current thief = 8
//level fighter sweep = 0
//level former class = 0
//level pre class change cleric = 0
//level pre class change fighter = 0
//level pre class change knight = 0
//level pre class change mage = 0
//level pre class change paladin = 0
//level pre class change ranger = 0
//level pre class change thief = 0
//level pre drain cleric = 0
//level pre drain fighter = 0
//level pre drain knight = 0
//level pre drain mage = 0
//level pre drain paladin = 0
//level pre drain ranger = 0
//level pre drain thief = 0
//level ready to train = 0
Special Ability = monster_Race,Elf // redundant
Race = ELF // either this line is redundant and or first instance is, since this one is correct
\(END)

With the exception of those noted, comments aren't necessary because we don't use those stats
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 04, 2015, 05:16:52 PM
Thanks much.  I think this approach will
be very helpful.  But right now, it is pizza time.
I don't let too many things interfere with pizza time.
Title: Re: Importing FRUA Designs
Post by: manikus on November 04, 2015, 05:37:35 PM
Thanks much.  I think this approach will
be very helpful.  But right now, it is pizza time.
I don't let too many things interfere with pizza time.

I believe it is a sign of your wisdom to not let things interfere with pizza time. ;)

I should have done this to start with - if specific examples are available, they are almost always better than gneralized comments.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 04, 2015, 06:43:21 PM
Re: Monster Icons

Here is what I did to the FRUAArtMAp.txt

Code: [Select]
"Zombie"                "sprite_Zombie.png"           "Sprite"  "176,211"

"ClericFemale"          "icon_PC_ClericFemale.png"    "Icon"    "48,48"

Using the FRUA monster editor, I cannot find the name of an Icon file.
So I think I need a line in FRUAArtMap.txt for each monster.
Unless you can guarantee me a way to create the icon filename
from the monster name (monster names can be changed and icons
can be replaced in vanilla FRUA, can they not?

Perhaps I can create the icon filename from the monster name
and then allow FRUAArtMap.txt to override that name.

Suggestions?

Edit:   ooops!  An obvious suggestion is to use the
FRUA_Conversion_monsters.txt file to determine the
icon filename.  That is what I will do.
So in priority order:

FRUAArtMap.txt
FRUA_Conversion_monsters.txt
Derive from monster name.

I will derive it as follows:

Camel Cap the monser name.   "Drow Amazon"
remove the spaces.
put "icon_" in front
put ".png" in back
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 05, 2015, 12:54:32 PM
Quote from: ?Manikus"
treat HD as hit points = yes   // should be no

But..but...but...I copied that from your
FRUA_Conversion_Monsters.txt
!!!
Title: Re: Importing FRUA Designs
Post by: manikus on November 05, 2015, 01:56:32 PM
I will derive it as follows:

Camel Cap the monser name.   "Drow Amazon"
remove the spaces.
put "icon_" in front
put ".png" in back

I think you've got it. :) This is exactly the way to do it.
Title: Re: Importing FRUA Designs
Post by: manikus on November 05, 2015, 02:00:02 PM
Quote from: ?Manikus"
treat HD as hit points = yes   // should be no

But..but...but...I copied that from your
FRUA_Conversion_Monsters.txt
!!!

But...but...but...this is not from the FRUA_Conversion_monsters.txt. This is the example of one monster that the FRUA conversion provess created from the json. I had deleted this entry and 4 other monster entries from the FRUA_Conversion_monsters.txt to see what would happen per a conversation we had last week. A

If you desire, we can work on a monster that is in the FRUA_Conversion_monsters.txt first.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 05, 2015, 02:47:14 PM
Quote
this is not from the FRUA_Conversion_monsters.txt....I had deleted this entry

Sorry.  It was in my file.  I did not know you had
deleted it from your file.

OK.  What happened is that ConvertFRUA attempts to
resolve missing entries by copying missing keywords
from the first entry that it finds. 

In this case, the first entry it finds is AIR ELEMENTAL
and that entry has:

treat HD as hit points = yes

I will set the value to "no" for any monsters missing
from FRUA_Convert_Monsters.txt.
Title: Re: Importing FRUA Designs
Post by: manikus on November 05, 2015, 02:57:12 PM
In the FRUA_Conversion_monsters.txt that I uploaded earlier in this thread, that is already resolved - all are set to no and all nnon-FRUA monsters are removed (which includes the Air Elemental).
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 05, 2015, 03:09:49 PM
Thanks.  I must have overlooked the most recent
release of FRUA_Conversion files.

At any rate, I have fixed many of your problems
with version 1.15 of ConvertFRUA.exe.

http://dianneandpaul.net/UAF/FRUAConversion/ConvertFRUA_20151105.zip

So, I will get your latest file and you can try the  latest
ConverFRUA.exe.  Soon, we will both be happy.
Title: Re: Importing FRUA Designs
Post by: manikus on November 05, 2015, 03:49:38 PM
Great. :) I will try this out tonight and get back to you tomorrow. :)
Title: Re: Importing FRUA Designs
Post by: manikus on November 06, 2015, 01:19:08 PM
Paul, there are are errors which cause the conversion to not owkr at alll. The first is a popup saying that two parameters are not understood, the second is a mistting file, FRUAConversionScript.txt that even when I manually copy it id does not work. The editor opens and the design is blank, including databases.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 06, 2015, 01:41:55 PM
I see two problems:  (There may be more)

1) You are not using the latest batch file:
http://dianneandpaul.net/UAF/FRUAConversion/FRUA_to_DC.bat

I put it there 40 seconds ago.

2) You spelled Race the old-fashioned way in your
FRUA_Conversion_monsters.txt
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 06, 2015, 01:46:14 PM
Also, it appears you used the deprecated
spelling of mammal.
Title: Re: Importing FRUA Designs
Post by: manikus on November 06, 2015, 02:30:12 PM
"Racce" is all on me. :)
But didn't do anything with mammal. As far as I can tell, it has always been deprecated.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 06, 2015, 02:50:53 PM
Also, There are missing commas between Special Abilities
in the .CHAR files produced by ConvertFRUA.exe.
That is causing the editor to quit before finishing the import
of GlobalData.txt.

I'll have a new ConvertFRUA.exe by tomorrow.

Also, the error message is garbled.  I'll fix that, too.

It works better with 'mammal'.  I think we should change
it to have three 'm's.
Title: Re: Importing FRUA Designs
Post by: manikus on November 06, 2015, 02:58:51 PM
From the monsters database:
Code: [Select]
mammal

I'm guessing you're making a joke that I am not getting.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 06, 2015, 06:59:38 PM
Use the _20151106 versions of
DungeonCraftEditor
ConvertFRUA

from
http://dianneandpaul.net/UAF/FRUAConversion/

With these I was able to convert several designs.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 06, 2015, 07:05:34 PM
RE:  "mammal"

Quote from: Manikus
I'm guessing you're making a joke that I am not getting.

I don't really see any humor in it.  I simply want
you to use the Midwest spelling of 'mammal'.
I realize that West-Coasters are a bit ahead of
their time.  But we are talking about Medieval Knights
and such.  The olde ways are best.

In exchange, I promise not to ask you to change your
spelling of "Cammel".
Title: Re: Importing FRUA Designs
Post by: steve_mcdee on November 06, 2015, 09:19:00 PM
Hang on ... Are you saying "mammal" can legitimately be spelled "mamal" in some places!? Surely not? It was "mammal" in FRUA.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 07, 2015, 11:37:40 AM
Quote from: steve_mcdee
Hang on

I'm hanging.  We'll see what Manikus has to say on Tuesday.
Title: Re: Importing FRUA Designs
Post by: manikus on November 09, 2015, 02:14:41 PM
The issue is easy enough solved. I nominate one of you to be the spellchecker.  Decide amongst yourselves.
Title: Re: Importing FRUA Designs
Post by: steve_mcdee on November 09, 2015, 02:25:00 PM
I'm not sure, but we may be at cross purposes here. Is anyone suggesting that "mammal" should be spelled differently than M-A-M-M-A-L?
Title: Re: Importing FRUA Designs
Post by: manikus on November 09, 2015, 02:52:35 PM
I'm not sure, but we may be at cross purposes here. Is anyone suggesting that "mammal" should be spelled differently than M-A-M-M-A-L?

Paul was pointing out that I had mispelled said word. Since to the best of my knowledge, this only affected one record, when I looked in the database, all I saw was the word with the correct spelling, as I did not do a search on the mispelled word.
My response above is to say instead of five or six posts about a spelling mistake, either tell me which line it is in, or fix the damned thing.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 09, 2015, 03:14:13 PM
'mamal' appears on line 6042 of the file I just downloaded.
It is in the definition of CONJURER.

I did fix the #@!$ thing myself but I thought you
might want to fix your original copy.

I thought the number of posts about this missing 'm'
was rather amusing and I still hope to squeeze out
a few more.  Reminds me of the political squabbling.
Title: Re: Importing FRUA Designs
Post by: manikus on November 09, 2015, 04:18:29 PM
I have original copies of the default databases, but not of the FRUA_Conversion_xxx databases. If it's posted here, I would download it and override the copy in my bin folder.

And I"m no upset about our interchange, I just wanted to make sure that Steve knew that we were only going to use the version of mammal with a double "m" in the middle. Not the single "m" mamal, nor the triple "m" mammmal.

Should I be keeping an official version of the FRUA_Conversion_xxx databases?
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 09, 2015, 04:44:12 PM
Quote
Should I be keeping an official version of the FRUA_Conversion_xxx databases?

I had assumed that you would.  But there is no good
reason for that assumption.  With your permission,
I will maintain the official version.  The only time this
will be inconvenient is if a significant modification is
needed; I'll have to ship it to you  to edit and return.
So be it.  I hereby declare my copy to be 'official'.

And I will remove the 'm'.
Title: Re: Importing FRUA Designs
Post by: manikus on November 09, 2015, 05:01:12 PM
I can keep it if you want. The only reason I hadn't already decided mine was official was because I hadn't been as involved with this when you were working on this with Jaesun or earlier with ProphetSword.

I also just told marainein that we still have lots to do on a couple of these - the spells and special abilities databases. All the FRUA spells are listed, but many do not do anything.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 09, 2015, 06:13:08 PM
As long as there is significant work to be done, you
should probably have the official source code in
your hands.

Some would say that the problem can be solved
by using SourceForge to maintain the code.
I am not enamored of that solution but am able
to comply if outvoted (Manikus gets two votes to
my one).

Which reminds me - I have not committed my changes
to the engine and editor for quite a long time.
Title: Re: Importing FRUA Designs
Post by: manikus on November 09, 2015, 06:25:29 PM
I cast my two votes to NOT use SourceForge to hold the official databases. With my current set-up, I can not upload to teh CVS, and to be honest find the whole SourceForge experience to not be very user friendly at all.

Because of this, I will post them in the forums as they get updated significantly, which usually coincides with releases. I will also post them upon demand for any who want them.
Title: Re: Importing FRUA Designs
Post by: steve_mcdee on November 11, 2015, 01:52:47 AM
In Adelaide, where I live, we also have the concept of the "mamil". Not sure if this has caught on elsewhere. It is said to mean "middle-aged man in Lycra", and refers to blokes who go dress up enthusiastically to go cycling and hang out at cafés on the weekend.
Title: Re: Importing FRUA Designs
Post by: Paul R. Stevens on November 11, 2015, 12:43:41 PM
Here in Madison he would be 'MAMIGFP'

Middle-aged man in go-fast pants.
Title: Re: Importing FRUA Designs
Post by: SilentThief on November 12, 2015, 02:18:30 AM
I cast my two votes to NOT use SourceForge to hold the official databases. With my current set-up, I can not upload to teh CVS, and to be honest find the whole SourceForge experience to not be very user friendly at all."

Cannot recommend enough to stay away from sourceforge if possible

Sourceforge has history of malware/adware being put into projects hosted there (Google filezilla and you will see).

ST