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Author Topic: DFHack 0.43.03-r1  (Read 1083240 times)

Bumber

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Re: DFHack 0.42.06-r1
« Reply #4425 on: June 21, 2016, 09:52:41 pm »

0.43.03-alpha1
DFHack seems to think it's always raining. This affects soundsense and the dwarfmonitor weather indicator.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

lethosor

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Re: DFHack 0.42.06-r1
« Reply #4426 on: June 21, 2016, 10:11:10 pm »

What platform?
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Bumber

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Re: DFHack 0.42.06-r1
« Reply #4427 on: June 21, 2016, 11:06:44 pm »

Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Dirst

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Re: DFHack 0.42.06-r1
« Reply #4428 on: June 24, 2016, 04:05:17 pm »

Meph ran into an error in the create-unit I sent over.  It should be:

Code: (create-unit.lua) [Select]
-- Creates a unit.  Beta; use at own risk.
-- Originally created by warmist, edited by Putnam for the dragon ball mod to be used in reactions, modified by Dirst for use in The Earth Strikes Back mod, incorporating fixes discovered by Boltgun then Mifiki wrote the bit where it switches to arena mode briefly to do some of the messy work, then Expwnent combined that with the old script to make it function for histfigs
-- version 0.54
-- This is a beta version. Use at your own risk.

-- Modifications from 0.5: civ -1 creates are NOT historical figures, mitigated screen-movement bug in createUnit()

--[[
  TODO
    children and babies: set child/baby job
    confirm body size is computed appropriately for different ages / life stages
    incarnate pre-existing historical figures
    some sort of invasion helper script
      set invasion_id, etc
    announcement for fake natural birth if appropriate
]]
--[[=begin

modtools/create-unit
====================
Creates a unit.  Use ``modtools/create-unit -help`` for more info.

=end]]

--[[
if dfhack.gui.getCurViewscreen()._type ~= df.viewscreen_dwarfmodest or df.global.ui.main.mode ~= df.ui_sidebar_mode.LookAround then
  print 'activate loo[k] mode'
  return
end
--]]

local utils=require 'utils'

function createUnit(race_id, caste_id)
  local view_x = df.global.window_x
  local view_y = df.global.window_y
  local view_z = df.global.window_z

  local curViewscreen = dfhack.gui.getCurViewscreen()
  local dwarfmodeScreen = df.viewscreen_dwarfmodest:new()
  curViewscreen.child = dwarfmodeScreen
  dwarfmodeScreen.parent = curViewscreen
  local oldMode = df.global.ui.main.mode
  df.global.ui.main.mode = df.ui_sidebar_mode.LookAround

  local gui = require 'gui'

  df.global.world.arena_spawn.race:resize(0)
  df.global.world.arena_spawn.race:insert(0,race_id) --df.global.ui.race_id)

  df.global.world.arena_spawn.caste:resize(0)
  df.global.world.arena_spawn.caste:insert(0,caste_id)

  df.global.world.arena_spawn.creature_cnt:resize(0)
  df.global.world.arena_spawn.creature_cnt:insert(0,0)

  --df.global.world.arena_spawn.equipment.skills:insert(0,99)
  --df.global.world.arena_spawn.equipment.skill_levels:insert(0,0)

  local old_gametype = df.global.gametype
  df.global.gametype = df.game_type.DWARF_ARENA

  gui.simulateInput(dfhack.gui.getCurViewscreen(), 'D_LOOK_ARENA_CREATURE')
  gui.simulateInput(dfhack.gui.getCurViewscreen(), 'SELECT')

  df.global.gametype = old_gametype

  curViewscreen.child = nil
  dwarfmodeScreen:delete()
  df.global.ui.main.mode = oldMode

  local id = df.global.unit_next_id-1
 
  df.global.window_x = view_x
  df.global.window_y = view_y
  df.global.window_z = view_z
 
  return id
end

--local u = df.unit.find(df.global.unit_next_id-1)
--u.civ_id = df.global.ui.civ_id
--u.population_id = df.historical_entity.find(df.global.ui.civ_id).populations[0]
--local group = df.global.ui.group_id

-- Picking a caste or gender at random
function getRandomCasteId(race_id)
  local cr = df.creature_raw.find(race_id)
  local caste_id, casteMax

  casteMax = #cr.caste - 1

  if casteMax > 0 then
    return math.random(0, casteMax)
  end

  return 0
end

local function  allocateNewChunk(hist_entity)
  hist_entity.save_file_id=df.global.unit_chunk_next_id
  df.global.unit_chunk_next_id=df.global.unit_chunk_next_id+1
  hist_entity.next_member_idx=0
  print("allocating chunk:",hist_entity.save_file_id)
end

local function allocateIds(nemesis_record,hist_entity)
  if hist_entity.next_member_idx==100 then
    allocateNewChunk(hist_entity)
  end
  nemesis_record.save_file_id=hist_entity.save_file_id
  nemesis_record.member_idx=hist_entity.next_member_idx
  hist_entity.next_member_idx=hist_entity.next_member_idx+1
end

function createFigure(trgunit,he,he_group)
  local hf=df.historical_figure:new()
  hf.id=df.global.hist_figure_next_id
  hf.race=trgunit.race
  hf.caste=trgunit.caste
  hf.profession = trgunit.profession
  hf.sex = trgunit.sex
  df.global.hist_figure_next_id=df.global.hist_figure_next_id+1
  hf.appeared_year = df.global.cur_year

  hf.born_year = trgunit.relations.birth_year
  hf.born_seconds = trgunit.relations.birth_time
  hf.curse_year = trgunit.relations.curse_year
  hf.curse_seconds = trgunit.relations.curse_time
  hf.birth_year_bias = trgunit.relations.birth_year_bias
  hf.birth_time_bias = trgunit.relations.birth_time_bias
  hf.old_year = trgunit.relations.old_year
  hf.old_seconds = trgunit.relations.old_time
  hf.died_year = -1
  hf.died_seconds = -1
  hf.name:assign(trgunit.name)
  hf.civ_id = trgunit.civ_id
  hf.population_id = trgunit.population_id
  hf.breed_id = -1
  hf.unit_id = trgunit.id

  df.global.world.history.figures:insert("#",hf)

  hf.info = df.historical_figure_info:new()
  hf.info.unk_14 = df.historical_figure_info.T_unk_14:new() -- hf state?
  --unk_14.region_id = -1; unk_14.beast_id = -1; unk_14.unk_14 = 0
  hf.info.unk_14.unk_18 = -1; hf.info.unk_14.unk_1c = -1
  -- set values that seem related to state and do event
  --change_state(hf, dfg.ui.site_id, region_pos)


  --lets skip skills for now
  --local skills = df.historical_figure_info.T_skills:new() -- skills snap shot
  -- ...
  -- note that innate skills are automaticaly set by DF
  hf.info.skills = {new=true}


  he.histfig_ids:insert('#', hf.id)
  he.hist_figures:insert('#', hf)
  if he_group then
    he_group.histfig_ids:insert('#', hf.id)
    he_group.hist_figures:insert('#', hf)
    hf.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=he_group.id,link_strength=100})
  end
  trgunit.flags1.important_historical_figure = true
  trgunit.flags2.important_historical_figure = true
  trgunit.hist_figure_id = hf.id
  trgunit.hist_figure_id2 = hf.id

  hf.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=trgunit.civ_id,link_strength=100})

  --add entity event
  local hf_event_id=df.global.hist_event_next_id
  df.global.hist_event_next_id=df.global.hist_event_next_id+1
  df.global.world.history.events:insert("#",{new=df.history_event_add_hf_entity_linkst,year=trgunit.relations.birth_year,
  seconds=trgunit.relations.birth_time,id=hf_event_id,civ=hf.civ_id,histfig=hf.id,link_type=0})
  return hf
end

function createNemesis(trgunit,civ_id,group_id)
  local id=df.global.nemesis_next_id
  local nem=df.nemesis_record:new()

  nem.id=id
  nem.unit_id=trgunit.id
  nem.unit=trgunit
  nem.flags:resize(4)
  --not sure about these flags...
  -- [[
  nem.flags[4]=true
  nem.flags[5]=true
  nem.flags[6]=true
  nem.flags[7]=true
  nem.flags[8]=true
  nem.flags[9]=true
  --]]
  --[[for k=4,8 do
      nem.flags[k]=true
  end]]
  nem.unk10=-1
  nem.unk11=-1
  nem.unk12=-1
  df.global.world.nemesis.all:insert("#",nem)
  df.global.nemesis_next_id=id+1
  trgunit.general_refs:insert("#",{new=df.general_ref_is_nemesisst,nemesis_id=id})
  trgunit.flags1.important_historical_figure=true

  nem.save_file_id=-1

  local he=df.historical_entity.find(civ_id)
  he.nemesis_ids:insert("#",id)
  he.nemesis:insert("#",nem)
  local he_group
  if group_id and group_id~=-1 then
      he_group=df.historical_entity.find(group_id)
  end
  if he_group then
      he_group.nemesis_ids:insert("#",id)
      he_group.nemesis:insert("#",nem)
  end
  allocateIds(nem,he)
  nem.figure=createFigure(trgunit,he,he_group)
end

--createNemesis(u, u.civ_id,group)
function createUnitInCiv(race_id, caste_id, civ_id, group_id)
  local uid = createUnit(race_id, caste_id)
  local unit = df.unit.find(uid)
  if ( civ_id ) then
    createNemesis(unit, civ_id, group_id)
  end
  return uid
end

function createUnitInFortCiv(race_id, caste_id)
  return createUnitInCiv(race_id, caste_id, df.global.ui.civ_id)
end

function createUnitInFortCivAndGroup(race_id, caste_id)
  return createUnitInCiv(race_id, caste_id, df.global.ui.civ_id, df.global.ui.group_id)
end

function domesticate(uid, group_id)
  local u = df.unit.find(uid)
  group_id = group_id or df.global.ui.group_id
  -- If a friendly animal, make it domesticated.  From Boltgun & Dirst
  local caste=df.creature_raw.find(u.race).caste[u.caste]
  if not(caste.flags.CAN_SPEAK and caste.flags.CAN_LEARN) then
    -- Fix friendly animals (from Boltgun)
    u.flags2.resident = false;
    u.flags3.body_temp_in_range = true;
    u.population_id = -1
    u.status.current_soul.unit_id = u.id

    u.animal.population.region_x = -1
    u.animal.population.region_y = -1
    u.animal.population.unk_28 = -1
    u.animal.population.population_idx = -1
    u.animal.population.depth = -1

    u.counters.soldier_mood_countdown = -1
    u.counters.death_cause = -1

    u.enemy.anon_4 = -1
    u.enemy.anon_5 = -1
    u.enemy.anon_6 = -1

    -- And make them tame (from Dirst)
    u.flags1.tame = true
    u.training_level = 7
  end
end

function wild(uid)
  local u = df.unit.find(uid)
  local caste=df.creature_raw.find(u.race).caste[u.caste]
  if not(caste.flags.CAN_SPEAK and caste.flags.CAN_LEARN) then
    u.animal.population.region_x = df.global.world.world_data.active_site[0].pos.x
    u.animal.population.region_y = df.global.world.world_data.active_site[0].pos.y
    u.animal.population.unk_28 = -1
    u.animal.population.population_idx = -1  -- Eventually want to make a real population
    u.animal.population.depth = -1  -- Eventually this should be a parameter
u.animal.leave_countdown = 99999  -- Eventually this should be a parameter
u.flags2.roaming_wilderness_population_source = true
u.flags2.roaming_wilderness_population_source_not_a_map_feature = true
-- region = df.global.world.map.map_blocks[df.global.world.map.x_count_block*x+y]
  end
end


function nameUnit(id, entityRawName, civ_id)
  --pick a random appropriate name
  --choose three random words in the appropriate things
  local unit = df.unit.find(id)
  local entity_raw
  if entityRawName then
    for k,v in ipairs(df.global.world.raws.entities) do
      if v.code == entityRawName then
        entity_raw = v
        break
      end
    end
  else
    local entity = df.historical_entity.find(civ_id)
    entity_raw = entity.entity_raw
  end

  if not entity_raw then
    error('entity raw = nil: ', id, entityRawName, civ_id)
  end

  local translation = entity_raw.translation
  local translationIndex
  for k,v in ipairs(df.global.world.raws.language.translations) do
    if v.name == translation then
      translationIndex = k
      break
    end
  end
  --translation = df.language_translation.find(translation)
  local language_word_table = entity_raw.symbols.symbols1[0] --educated guess
  function randomWord()
    local index = math.random(0, #language_word_table.words[0] - 1)
    return index
  end
  local firstName = randomWord()
  local lastName1 = randomWord()
  local lastName2 = randomWord()
  local name = unit.status.current_soul.name
  name.words[0] = language_word_table.words[0][lastName1]
  name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
  name.words[1] = language_word_table.words[0][lastName2]
  name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
  name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
  name.has_name = true
  name.language = translationIndex
  name = unit.name
  name.words[0] = language_word_table.words[0][lastName1]
  name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
  name.words[1] = language_word_table.words[0][lastName2]
  name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
  name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
  name.has_name = true
  name.language = translationIndex
  if unit.hist_figure_id ~= -1 then
    local histfig = df.historical_figure.find(unit.hist_figure_id)
    name = histfig.name
    name.words[0] = language_word_table.words[0][lastName1]
    name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
    name.words[1] = language_word_table.words[0][lastName2]
    name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
    name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
    name.has_name = true
    name.language = translationIndex
  end
end

validArgs = --[[validArgs or]]utils.invert({
  'help',
  'race',
  'caste',
  'domesticate',
  'civId',
  'groupId',
  'flagSet',
  'flagClear',
  'name',
  'nick',
  'location',
  'age'
})

if moduleMode then
  return
end

local args = utils.processArgs({...}, validArgs)
if args.help then
  print(
[[scripts/modtools/create-unit.lua
arguments:
    -help
        print this help message
    -race raceName
        specify the race of the unit to be created
        examples:
            DWARF
            HUMAN
    -caste casteName
        specify the caste of the unit to be created
        examples:
            MALE
            FEMALE
    -domesticate
        if the unit can't learn or can't speak, then make it a friendly animal
    -civId id
        make the created unit a member of the specified civ (or none if id = -1)
        if id is \\LOCAL, then make it a member of the civ associated with the current fort
        otherwise id must be an integer
    -groupId id
        make the created unit a member of the specified group (or none if id = -1)
        if id is \\LOCAL, then make it a member of the group associated with the current fort
        otherwise id must be an integer
    -name entityRawName
        set the unit's name to be a random name appropriate for the given entity
        examples:
            MOUNTAIN
    -nick nickname
        set the unit's nickname directly
    -location [ x y z ]
        create the unit at the specified coordinates
    -age howOld
        set the birth date of the unit to the specified number of years ago
    -flagSet [ flag1 flag2 ... ]
        set the specified unit flags in the new unit to true
        flags may be selected from df.unit_flags1, df.unit_flags2, or df.unit_flags3
    -flagClear [ flag1 flag2 ... ]
        set the specified unit flags in the new unit to false
        flags may be selected from df.unit_flags1, df.unit_flags2, or df.unit_flags3
]])
  return
end

local race
local raceIndex
local casteIndex

if not args.race or not args.caste then
  error 'Specfiy a race and caste for the new unit.'
end

--find race
for i,v in ipairs(df.global.world.raws.creatures.all) do
  if v.creature_id == args.race then
    raceIndex = i
    race = v
    break
  end
end

if not race then
  error 'Invalid race.'
end

for i,v in ipairs(race.caste) do
  if v.caste_id == args.caste then
    casteIndex = i
    break
  end
end

if not casteIndex then
  error 'Invalid caste.'
end

local age
if args.age then
  age = tonumber(args.age)
  if not age and not age == 0 then
      error('Invalid age: ' .. args.age)
  end
end

local civ_id
if args.civId == '\\LOCAL' then
  civ_id = df.global.ui.civ_id
elseif args.civId and tonumber(args.civId) then
  civ_id = tonumber(args.civId)
end

local group_id
if args.groupId == '\\LOCAL' then
  group_id = df.global.ui.group_id
elseif args.groupId and tonumber(args.groupId) then
  group_id = tonumber(args.groupId)
end

local unitId
if civ_id == -1 then
    unitId = createUnit(raceIndex, casteIndex)
  else
    unitId = createUnitInCiv(raceIndex, casteIndex, civ_id, group_id)
end

if args.domesticate then
  domesticate(unitId, group_id)
 else
  wild(unitId)
end

--these flags are an educated guess of how to get the game to compute sizes correctly: use -flagSet and -flagClear arguments to override or supplement
local u = df.unit.find(unitId)
u.flags2.calculated_nerves = false
u.flags2.calculated_bodyparts = false
u.flags3.body_part_relsize_computed = false
u.flags3.size_modifier_computed = false
u.flags3.compute_health = true
u.flags3.weight_computed = false
--TODO: if the unit is a child or baby it will still behave like an adult

if age or age == 0 then
  if age == 0 then
    u.relations.birth_time = df.global.cur_year_tick
  end
  local oldYearDelta = u.relations.old_year - u.relations.birth_year
  u.relations.birth_year = df.global.cur_year - age
  if u.relations.old_year ~= -1 then
    u.relations.old_year = u.relations.birth_year + oldYearDelta
  end
  if u.flags1.important_historical_figure == true and u.flags2.important_historical_figure == true then
    local hf = df.global.world.history.figures.all[u.hist_figure_id]
    hf.born_year = u.relations.birth_year
    hf.born_seconds = u.relations.birth_time
    hf.old_year = u.relations.old_year
    hf.old_seconds = u.relations.old_time
  end
end

if args.flagSet or args.flagClear then
  local flagsToSet = {}
  local flagsToClear = {}
  for _,v in ipairs(args.flagSet or {}) do
    flagsToSet[v] = true
  end
  for _,v in ipairs(args.flagClear or {}) do
    flagsToClear[v] = true
  end
  for _,k in ipairs(df.unit_flags1) do
    if flagsToSet[k] then
      u.flags1[k] = true;
    elseif flagsToClear[k] then
      u.flags1[k] = false;
    end
  end
  for _,k in ipairs(df.unit_flags2) do
    if flagsToSet[k] then
      u.flags2[k] = true;
    elseif flagsToClear[k] then
      u.flags2[k] = false;
    end
  end
  for _,k in ipairs(df.unit_flags3) do
    if flagsToSet[k] then
      u.flags3[k] = true;
    elseif flagsToClear[k] then
      u.flags3[k] = false;
    end
  end
end

if args.name then
  nameUnit(unitId, args.name, civ_id)
else
  local unit = df.unit.find(unitId)
  unit.name.has_name = false
  if unit.status.current_soul then
    unit.status.current_soul.name.has_name = false
  end
  --[[if unit.hist_figure_id ~= -1 then
    local histfig = df.historical_figure.find(unit.hist_figure_id)
    histfig.name.has_name = false
  end--]]
end

if args.nick and type(args.nick) == 'string' then
  dfhack.units.setNickname(df.unit.find(unitId), args.nick)
end

if civ_id then
  local u = df.unit.find(unitId)
  u.civ_id = civ_id
end

if args.location then
  local u = df.unit.find(unitId)
  local pos = df.coord:new()
  pos.x = tonumber(args.location[1])
  pos.y = tonumber(args.location[2])
  pos.z = tonumber(args.location[3])
  local teleport = dfhack.script_environment('teleport')
  teleport.teleport(u, pos)
end

--[[if group_id then
  local u = df.unit.find(unitId)
  u.group_id = group_id
end--]]

It only comes up if you assign an age to a unit that is supposed to spawn as a historical figure.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

lethosor

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Re: DFHack 0.42.06-r1
« Reply #4429 on: June 24, 2016, 10:01:44 pm »

Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
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Re: DFHack 0.42.06-r1
« Reply #4430 on: June 25, 2016, 06:05:32 am »

What does running "weather" give you?
Code: [Select]
C C C C C
C C C C C
C C C C C
C C C C C
R R R R R
I checked the entire surface and there's no rain.

(Is there some way to copy-paste the console's output?)
« Last Edit: June 25, 2016, 06:12:32 am by Bumber »
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lethosor

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Re: DFHack 0.42.06-r1
« Reply #4431 on: June 25, 2016, 11:25:37 am »

That looks like rain on the south side of the map to me. The chances of that being incorrect are pretty low, since anything other than 0, 1 (rain), or 2 in the weather map would be displayed as a raw number, instead of a letter.

If you're on Windows, there's an edit menu if you right-click the title bar.
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Urlance Woolsbane

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Re: DFHack 0.42.06-r1
« Reply #4432 on: June 25, 2016, 06:19:24 pm »

Apologies for the broadness of this question, but how much of the structure of the save-files has been mapped-out?
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Re: DFHack 0.42.06-r1
« Reply #4433 on: June 25, 2016, 07:29:31 pm »

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Bumber

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Re: DFHack 0.42.06-r1
« Reply #4435 on: June 25, 2016, 10:24:44 pm »

That looks like rain on the south side of the map to me. The chances of that being incorrect are pretty low, since anything other than 0, 1 (rain), or 2 in the weather map would be displayed as a raw number, instead of a letter.
Well, it certainly isn't raining there. I checked all the above ground z-levels.

Here's my save, dfhack-config folder, and dfhack.init: http://dffd.bay12games.com/file.php?id=12193

Edit: I tried "weather clear" and the indicator disappeared for about a minute before the reappearing without a "started raining" announcement. R's in the same place as usual, no rain.
« Last Edit: June 26, 2016, 06:25:56 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

gchristopher

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Re: DFHack 0.42.06-r1
« Reply #4436 on: June 26, 2016, 12:13:41 am »

Apologies for the broadness of this question, but how much of the structure of the save-files has been mapped-out?
I put a couple months of my life into that project back during 34.11, but didn't publish anything. I got most of the world map data. (So maybe a quarter-ish of a typical world.dat.) It was good enough to get all the generated raws/interactions/etc (which are easy), all the region and subregion data. I didn't get mappings for entities or sites, which is a lot to be missing.

If you really really care, I could make the code available, but I consider it low-value. I used those wiki pages as a starting point and I did get significantly farther than them, at least.

Ultimately I abandoned the project because:
- Dfhack memory mappings are so far ahead of save file research, and can accomplish almost any desirable edit.
- I didn't think my made-up XML schema for describing a world.dat file was going to be flexible enough to describe the whole file.
- It was a tremendous amount of work that it seemed like only I cared about.

Let me know if you'd like the unfinished project. It's in C++ using Boost and will produce a text file dump of the portions of an uncompressed 34.11 save that it can interpret.
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Re: DFHack 0.42.06-r1
« Reply #4437 on: June 26, 2016, 09:17:08 am »

So what does 64 bit DF mean for DFHACK?
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Dirst

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Re: DFHack 0.42.06-r1
« Reply #4438 on: June 26, 2016, 09:44:14 am »

So what does 64 bit DF mean for DFHACK?
DFHack needs to be compiled with the same compiler that DF is, and I think it needs most if not all compiler flags set the same as well.

But ideally no code changes to make it run, and it might be best not to make any 64-bit specific code changes until 32-bit is retired.  Maybe.
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lethosor

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Re: DFHack 0.42.06-r1
« Reply #4439 on: June 26, 2016, 10:14:56 am »

There are changes that need to be made to make DFHack work with the new compiler, and more changes to add 64-bit support, but the majority of the work is probably related to df-structures (e.g. how to handle things that are different sizes between builds, hopefully not many, and updating the layouts of things like strings that could have changed in MSVC 2015).
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.
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