Hi! PTW/say hi/keep up with interesting bits I don't have yet.
I guess it's safe to assume that you're keeping an eye on this? (http://www.bay12forums.com/smf/index.php?topic=124613.msg4455212#msg4455212) If it does update soon be sure to test it a lot though, I heard about a lot of bugs when I had the mac version up.
Can I ask where you found the THISTLEKNOT BRONZE embark profile? I've just got the classic LNP set plus Phoebus for now, but adding plenty more would be awesome. Is there a central repository for embark profiles? There should be...
#!/bin/sh
PWD=`dirname "${0}"`
#thanks to Iriel for figuring this out
OSREV=`uname -r | cut -d. -f1`
if [ "$OSREV" -ge 11 ] ; then
export DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib
export DYLD_LIBRARY_PATH=${PWD}/hack:${PWD}/libs:${PWD}/stonesense/deplibs
export DYLD_FRAMEWORK_PATH=${PWD}/hack:${PWD}/libs
export DYLD_FORCE_FLAT_NAMESPACE=1
else
export DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib
export DYLD_FALLBACK_LIBRARY_PATH=${PWD}/hack:${PWD}/libs
export DYLD_FALLBACK_FRAMEWORK_PATH=${PWD}/hack:${PWD}/libs
fi
cd "${PWD}"; ./dwarfort.exe
@worthyhatchet: Thx, noted, I'll fix it in the next version.
Can you test this on 10.6.8? It should work this way.Code: [Select]#!/bin/sh
PWD=`dirname "${0}"`
#thanks to Iriel for figuring this out
OSREV=`uname -r | cut -d. -f1`
if [ "$OSREV" -ge 11 ] ; then
export DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib
export DYLD_LIBRARY_PATH=${PWD}/hack:${PWD}/libs:${PWD}/stonesense/deplibs
export DYLD_FRAMEWORK_PATH=${PWD}/hack:${PWD}/libs
export DYLD_FORCE_FLAT_NAMESPACE=1
else
export DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib
export DYLD_FALLBACK_LIBRARY_PATH=${PWD}/hack:${PWD}/libs
export DYLD_FALLBACK_FRAMEWORK_PATH=${PWD}/hack:${PWD}/libs
fi
cd "${PWD}"; ./dwarfort.exe
Yes, open the file "df" in the Dwarf Fortress folder with textedit and delete this line:
export DYLD_FORCE_FLAT_NAMESPACE=1
Having a little issue with the download link. Are there any mirrors?
It appears that the Aquifers option is broken. Once the file with working aquifers is moved to the backup extension, it is never reverted back despite what setting is chosen.
The settings are all set back to default each time a new graphics pack is loaded. Is that normal?
In fact, Fricy and I have gone through and manually changed the settings in the graphics pack just to get them to reset to a common starting point - if you download them yourself they'd all be different and it gets confusing fast.
The easiest way might be to download another copy (or re extract if you kept it) of the pack, and just replace the graphics packs and raws. There are probably more elegant ways, but brute force should work.
When Auto Save is set to Seasons a new save game is duplicated each season, for example: region1-sum-251 gets created in /'data/save. I'm not used to seeing that.
This is an init option, in the LNP it can be toggled in the 'advanced' tab (backup saves). 'Autosave: seasonal' should not do this if 'backup saves' is disabled. Do you have the backup enabled? If not, does this also happen to annual autosaves?
Dropping a note that the simple start embark profile is missing an anvil, which I've fixed in mine. You might also want to expand the wiki page (http://dwarffortresswiki.org/index.php/Utility:Lazy_Newb_Pack#MacNewbie_Reborn) a bit, since it's currently tiny.
Stonesense doesn't work on 10.9.1 for me (haven't tried on 10.9). When I enter 'stonesense' at the dfhack prompt, DF just crashes. Saw the info regarding 10.6.8, but I think it doesn't apply, since dfhack launches fine.
#keybinding add Ctrl-H "hotkeys"
Delete # from the beginning, save and launch DF multiple times. There's no need to load a save, just to test if the game loads ok, or crashes in a few seconds. Then please report your result here along with the version number of your system.Hi there--
With your permission, I'd like to post a torrent file for the Macnewbie Disk Image v. 0.8.3. It uses the dropbox file as a web seed.
I was having some trouble with downloading from DFFD, and I felt like this might be helpful to some people.
Yes, but it's not in my utility list in the Macnewbie pack. I have to download it separately since it's not there and I was just wondering why. Do you have any hint about this?No need to download it separatly, dfhack-r3 and stonesense is integrated into this Macnewbie pack. It's not in the utilities section, because it runs automatically every time your start Dwarf fortress, so it's like an extension to the game. It's needed this way for the bugfixes and UI plugins. Just look for the terminal window that starts up alongside the game, you can enter dfhack commands (https://github.com/DFHack/dfhack/blob/master/Readme.rst#game-progress) there manually if you want. Like stonesense. By the way, stonesense only works on 10.7 and 10.8, this command will crash your game if run on 10.6 or 10.9! In the next dfhack-r5 we can expect better mac support, but for now this is the best avaliable.
Mac Users: is there a way to get around the need to enter a password every time I open Therapist?AFAIK no, the admin password is needed so the Therapist can access and read the values of the game from the computer's memory. If you want a more extensive explanation ask splinterz in the DT forum (http://www.bay12forums.com/smf/index.php?topic=122968.0).
I have some issues with Therapist on the new release. On my MacBook Air, Therapist runs really sluggish and crashes every so often with no error at all. Can anyone confirm those issues? I'm running 10.9.1
The new version of Therapist isn't running well on my iMac either. Same OS etc.
The old version is fine on both macs, so I'll be using it for the time being.
currently osx doesn't support writing any string values (nickname, custom profession, squad name, etc.) i have no idea why it's been disabled, so i'll pass it on to tareq to see if he can test it out.
@butterfriedbutter: Thx. :)
Try the new QF app bundled in 8.4, the behavior you describe was a result of my inability to write code...Roses helped me edit the original script, so now it's more flexible and can write more files. It's not perfect though, I had errors with complicated .csv-s, that the windows version had no problem with, but still better. :)
Hi there, I just got the lazy newb pack downloaded and for some reason it won't let me start the game, I've been able to start dwarf fortress before but when I click the "Start Dwarf Fortress!" button it gives me this error messageSpoiler: Relevant section (click to show/hide)
The game keeps crashing on me whenever I hit the "b" button. I've tried rebinding it to "1" and it crashed on the "1" button as well.
I'm running 10.9.2
Here's all the stuff that pops up when it crashes:Spoiler (click to show/hide)Spoiler (click to show/hide)
EDIT: Had an inclination that it might not be related to me using a mac, found this:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5819
turned True Type to off,
it seems to work now.
export DYLD_FORCE_FLAT_NAMESPACE=1
Another Stonesense question. This one not about crashes:
How do I get the controls to work? I want to raise/lower the number of Z-levels I can see at a given time, but the 'control+scroll' doesn't work. It just moves the Z levels up and down.
Another Stonesense question. This one not about crashes:
How do I get the controls to work? I want to raise/lower the number of Z-levels I can see at a given time, but the 'control+scroll' doesn't work. It just moves the Z levels up and down.
There's a text file in the stonesense folder, wherein you can adjust all these settings.
Another Stonesense question. This one not about crashes:
How do I get the controls to work? I want to raise/lower the number of Z-levels I can see at a given time, but the 'control+scroll' doesn't work. It just moves the Z levels up and down.
There's a text file in the stonesense folder, wherein you can adjust all these settings.
Yeah, I looked at them - either it wasn't particularly clear or none of the controls appear to work. Apparently 1 and 2 increase or decrease, but they don't.
You need to check this (http://dffd.wimbli.com/file.php?id=8575) out for us, if it works I want it cross-platform so badly. Separation of tilesets and text would be massive!
This may even call for something custom, but I'd start with either Anno (http://dwarffortresswiki.org/index.php/Tileset_repository#Anno) or Bissam (http://dwarffortresswiki.org/index.php/Tileset_repository#Bisasam_2) depending on the pack - whichever fits the style better.
I've also opened an issue (https://github.com/DFHack/dfhack/issues/250) in the hope that this might draw some attention and get ported to other platforms. For now, I remain a little jealous :p (it's been a while since windows was behind OSX on dfhack features...).
Hi, I am a DF newbie and have a very newbie question: If I install this beta pack (I currently have 8.4 installed) will my 8.4 save game be ok? I finally have a minimal fortress going and I don't want to lose it. Thanks. :)Yes, the save games are compatible.
Yes, the save games are compatible.
Just be careful to extract the pack into a new directory, copy the save games from 8.4 to 8.5 and reapply the graphic settings in the launcher. That's it. As long as you don't overwrite the old pack with the new one you are safe.
I'm using MacNewbie 0.8.5 BETA on OS X 10.9.3.
StoneSense crashes in default configuration. Removal of twbt.plug.so fixes it.
Apparently, for now you have to choose between StoneSense and TextWillBeText; you can't have both until fixes will be applied to one or the another.
MultiScroll works fine, IMO it should be included in the pack. It's awesome.
[GRAPHICS_FULLSCREENX:2880]
[GRAPHICS_FULLSCREENY:1800]
This way I can play the game with full resolution, and still use all the Mac apps normally after single key press (F11).Dwarf Fortress just doesn`t run for some reason. With the new launcher I could just keep clicking on "Run DF" forever and nothing would happen. With the old one the app just freezes with the button pressed like this:
Although my computer can run DF using the DwarfBuilder App. I`ve installed the latest java from the indicated site and restarted the mac several times.
Can I have some help here? I miss my FUN!
Falconne's plugins now work with r5. Also, there is an OS X version of the hospital-overstocking binpatch now (see here (http://www.bay12forums.com/smf/index.php?topic=139553.msg5410640#msg5410640) - note that it requires a modification to hack/lua/binpatch.lua to work correctly). I'm not sure if that works on r3 or not.
Also, Danaris is working on a Stonesense build for r5, although it still has some library issues with 10.6.
I'm playing on 10.9.3, and Sounsense used to crash every 5-10 minutes.Thx, first post updated.
If that happens to you, download and install jdk-7u60-macosx-x64.dmg (jdk, NOT jre!) from oracle. That replaces java6 with java7 and fixes crashes.
emigration script is enabled default!I'm not sure if that's a good idea - even people using MDF were confused by this behavior, and I think it's more of a mod than expected behavior at this point. For one thing, this is pack is supposed to appeal to new players, and emigrating dwarves is only going to confuse them, especially since it's not on the wiki anywhere (except for the DFHack page, which isn't easily understood by new players). I'm not opposed to including the script, though - I just don't think it should be enabled unless specified by the user.
40.11 already? Man Toady works fast.Damn you sausage fingers!
40.11 already? Man Toady works fast.Damn you sausage fingers!
...actually 40.02 is up....actually Macnewbie 0.9.1 is up. ;D
When I try to run DF on my Mac (via either the launcher or the df script), I get same thing in command window:
Last login: Sat Jul 12 17:53:05 on ttys000
Macintosh-2:~ sten$ /Applications/Macnewbie/Dwarf\ Fortress/df ; exit;
logout
[Process completed]
And no DF! :-[
@butter: Thx! Afaik soundsense shouldn't cause problem with quartz, as it is a java app, but on 10.8+ I heard that DF itself needs the newer Quartz/X11. So you -should- be able to play with sound after updating Quartz, and the soundsense problem should be a different one that can be solved by upgrading java. Link is in the OP. Let me know if it's not the case...When I try to run DF on my Mac (via either the launcher or the df script), I get same thing in command window:This happened the first time I launched the game with soundsense, but I also had to install the latest version of quartz. Just took care of that and started the game -without- soundsense and the game launched! Currently creating a new world
Last login: Sat Jul 12 17:53:05 on ttys000
Macintosh-2:~ sten$ /Applications/Macnewbie/Dwarf\ Fortress/df ; exit;
logout
[Process completed]
And no DF! :-[
@Urist: As written in the OP (http://www.bay12forums.com/smf/index.php?topic=128960.msg4428279#msg4428279) upgrade Xquartz (http://xquartz.macosforge.org/)and try the game afterwards.
Also, after I tried it again with sound and the intro movie turned off, I got an error message that made it more obvious what the error was:to clarify: this happenes after installing xquartz, or before?
dyld: Library not loaded: /usr/X11R6/lib/libfreetype.6.dylib
Referenced from: /Applications/Macnewbie/Dwarf Fortress/libs/SDL_ttf.framework/Versions/A/SDL_ttf
Reason: image not found
to clarify: this happenes after installing xquartz, or before?
@butter: Thx! Afaik soundsense shouldn't cause problem with quartz, as it is a java app, but on 10.8+ I heard that DF itself needs the newer Quartz/X11. So you -should- be able to play with sound after updating Quartz, and the soundsense problem should be a different one that can be solved by upgrading java. Link is in the OP. Let me know if it's not the case...
this is great! Could you please tell me which graphic pack is best for a newbie? Which one to set?
this is great! Could you please tell me which graphic pack is best for a newbie? Which one to set?
I have heard that an older version of DT Windows version 0.6.12 works with 40.03.
edit: When I launch DT 0.6.12 mac version it says that it doesn't know how to speak with DF because it doesn't support this version of DF, which is a shame. I wonder if for some reason windows version didn't had that error.
Brilliant, fricy....I don't suppose you take donations? I already donated to Toady for .40.Thx, but no I don't take donations, you can send it to Toady.
I'm running Mac OSX 10.9.3, Java 1.8.0_05, and the latest XQuartz. Dwarf Fortress runs fine, until it crashes when saving after world generation (After you hit ENTER to accept). The crash report is unintelligible compared to most, unless you really want it. Tried it on my other Mac running an older java version, same thing. These Macs ran DF2012 with MacNewbie fine.
(DF also does not recognize saves from older versions, though I don't know if it should or not.)
Ok, here is the first attempt with the new Therapist, only works with 40.04. Take it, test it, tell me if it works.
Dwarf Therapist 23.2 OSX - v40.04 (http://dffd.wimbli.com/file.php?id=9127)
Has anyone else had trouble with DF Designator on the Mac LNB? Specifically, it works great for designating digs, but when I try to use it to designate build sites (for example, try workshops-2-build.csv0.png from TheQuickFortress folder, after digging it out...) it seems to just do semi-random things. What am I missing?
I'm still using the 2012 version and something strange is going on with temperature settings. I definitely have TEMPERATURE: YES in my d_init file and it's clicked YES in the launcher, but when I use certain tilesets especially my favorite Phoebus, the game no longer does temperature changes. I know that the tileset change resets the launcher options, but I'm positive that I have Temperature turned on. I even checked the d_init file when the game is running. Other tilesets definitely still work. I'm running Mavericks if that matters at all.
Is there anyway we could update the source to get rid of the terminal windows?That would likely prevent DFHack from working - in the meantime, since the terminal window isn't very useful, you can edit the "df" script to run dwarfort.exe in the background (which is what vanilla DF now does), then configure Terminal to close windows automatically when a process completes.
/usr/bin/strings implies that dwarfort.exe get launched by this in a binary file
osascript -e "tell app \"Terminal\" to do script \"\\\"%@/Dwarf Fortress/df\\\"\""
this could be updated to not pop a terminal window by running this instead
osascript -e "do shell script \"\\\"%@/Dwarf Fortress/df\\\"\""
Is there anyway we could update the source to get rid of the terminal windows?That would likely prevent DFHack from working - in the meantime, since the terminal window isn't very useful, you can edit the "df" script to run dwarfort.exe in the background (which is what vanilla DF now does), then configure Terminal to close windows automatically when a process completes.
/usr/bin/strings implies that dwarfort.exe get launched by this in a binary file
osascript -e "tell app \"Terminal\" to do script \"\\\"%@/Dwarf Fortress/df\\\"\""
this could be updated to not pop a terminal window by running this instead
osascript -e "do shell script \"\\\"%@/Dwarf Fortress/df\\\"\""
Preferences -> Settings -> Shell -> "When the shell exits"Is there anyway we could update the source to get rid of the terminal windows?That would likely prevent DFHack from working - in the meantime, since the terminal window isn't very useful, you can edit the "df" script to run dwarfort.exe in the background (which is what vanilla DF now does), then configure Terminal to close windows automatically when a process completes.
/usr/bin/strings implies that dwarfort.exe get launched by this in a binary file
osascript -e "tell app \"Terminal\" to do script \"\\\"%@/Dwarf Fortress/df\\\"\""
this could be updated to not pop a terminal window by running this instead
osascript -e "do shell script \"\\\"%@/Dwarf Fortress/df\\\"\""
The "do shell script" version runs fine in script editor (On Mavericks) without terminal or X11 running, and I don't see any options for closing windows/tabs when processes complete.
Why dfhack in this packs identifies itself as r0 instead of r2?That's a very good question, as well as what happened to gcc on my compile drive overnight. :o Thx for letting me know.
Was the old launcher removed from this version? I liked having it around just so I could launch DF from Steam.Uhmm, damn. Yeah, I removed it thinking it's not used anymore...
Was the old launcher removed from this version? I liked having it around just so I could launch DF from Steam.Uhmm, damn. Yeah, I removed it thinking it's not used anymore...
I'm preparing to migrate to a new launcher anyway, I'll check if that can be added to steam. If not, I'll readd it with the next update.
DFHack 0.40.10-r1 (http://dffd.wimbli.com/file.php?id=9555) is up.Thx!
To everyone: I'll wait with the official dfhack update until an updated twbt plugin is released.
Anyone know how to remove an individual pending change from the pending change list?You can clear all pending changes with (CMD-E), File-Menu-Clear Pending or by clicking the icon with the red minus sign in the pending changes dock. To clear one change, you have to remove that change from the grid. (click the profession again)
Or how to prevent Dwarf Therapist overwriting my in-game-set custom professions with the custom profession I have set up in Dwarf Therapist to group labors?File-Import Professions from DF.
A small new 'feature' creeped in on the 0.9.8a; whenever I now try to resize the window on my secondary screen, the screen jumps to primary screen. A bit annoying when starting up :)
Anyone know how to remove an individual pending change from the pending change list?You can clear all pending changes with (CMD-E), File-Menu-Clear Pending or by clicking the icon with the red minus sign in the pending changes dock. To clear one change, you have to remove that change from the grid. (click the profession again)
QuoteOr how to prevent Dwarf Therapist overwriting my in-game-set custom professions with the custom profession I have set up in Dwarf Therapist to group labors?File-Import Professions from DF.
A small new 'feature' creeped in on the 0.9.8a; whenever I now try to resize the window on my secondary screen, the screen jumps to primary screen. A bit annoying when starting up :)Did mifki's file fix it for you per chance?
But that doesn't let me change the labors on the dwarf but keep the original profession name.Hmm, perhaps you can accomplish that with the superlaborz. I'm not sure, splinterz is a better person to ask. (http://www.bay12forums.com/smf/index.php?topic=122968)
I can "Set custom profession name" (which changes the name) or "Clear custom profession name" (which changes the name to DEFAULT) , is there an option somewhere to "Leave custom profession name unchanged"?
You guys are normally so quick with updates, so I'm a little spoiled:I'm not sure when will I release, I had an update ready to go, but then Danaris released a dfhack with stonesense, (http://www.bay12forums.com/smf/index.php?topic=139553.msg5633940#msg5633940) which got me excited, but couldn't get to work, and now I'm not at the a place I can upload from...
Any progress on a .40.11 update? If it's in the works I can wait, but if you've decided to skip .11 for some reason I can cope with that too.
Hmm, perhaps you can accomplish that with the superlaborz. I'm not sure, splinterz is a better person to ask. (http://www.bay12forums.com/smf/index.php?topic=122968)
Ooooh exciting. I've never really been able to get stonesense to work. :(You guys are normally so quick with updates, so I'm a little spoiled:I'm not sure when will I release, I had an update ready to go, but then Danaris released a dfhack with stonesense, (http://www.bay12forums.com/smf/index.php?topic=139553.msg5633940#msg5633940) which got me excited, but couldn't get to work, and now I'm not at the a place I can upload from...
Any progress on a .40.11 update? If it's in the works I can wait, but if you've decided to skip .11 for some reason I can cope with that too.
PyLNP 0.4 (http://www.bay12forums.com/smf/index.php?topic=140808.0) - by Dricus
Oooops. At least the link was ok. Sorry, fixed.PyLNP 0.4 (http://www.bay12forums.com/smf/index.php?topic=140808.0) - by Dricus*cough* ;)
Yes - saves are located in individual folders in <Dwarf Fortress>/data/save.Almost. Saves are stored in 'Macnewbie/User Generated Content/Link to Save folder' for easier upgrading. /data/save is just a symlink. :)
Is there anything I can do to get the Vidumec (12x12 and 15x15) tilesets added?Do you think they are popular enough to be worth adding to the pack, or do you just want to use them yourself and need help setting that up?
i know it's called macNEWBie, so i got super pointless question: how do i save and quit back to main menu? :-\
upd: it's the only text in my main menu after i enter embark screen. same in fortress mode. and none of the buttons work
Also: Have you thought of making keyboard layout for short mac keyboard (the one without numpad). I always remap '+' to '=' , for instance, it's way easier to scroll
Another question: how to use macnewbie as developer tool?
For example: if i'm adding raws to modify tree colour, can i just put them in LNP/graphics/Duerer and then update game (which is easier), or should i place files manually into current game directory (Dwarf Fortess/data/...etc)?
Point is that there is no "raws" in duerer directory and i fear all of the paths are hardcoded so launcher will not see files that not existed before.
Also: Have you thought of making keyboard layout for short mac keyboard (the one without numpad). I always remap '+' to '=' , for instance, it's way easier to scroll
I don't know why you don't see the LNP/graphics/Duerer/raws folder, it's there except for the raw/interaction examples.My mistake, it's actually right there ::)
It's been downloaded from the DFFD 428 times vs. the 318 that Duerer (one of the included tilesets) has, so I'd say, "Yeah." I've been using it for years, so I'm partial to it and don't need help setting it up. It's IMHO the cleanest looking square, ASCII tileset.Is there anything I can do to get the Vidumec (12x12 and 15x15) tilesets added?Do you think they are popular enough to be worth adding to the pack, or do you just want to use them yourself and need help setting that up?
It's been downloaded from the DFFD 428 times vs. the 318 that Duerer (one of the included tilesets) has, so I'd say, "Yeah." I've been using it for years, so I'm partial to it and don't need help setting it up. It's IMHO the cleanest looking square, ASCII tileset.Is there anything I can do to get the Vidumec (12x12 and 15x15) tilesets added?Do you think they are popular enough to be worth adding to the pack, or do you just want to use them yourself and need help setting that up?
Considering Duerer is about a month old, that argument is not that convincing. As I said: I need launcher support first, so I don't end up with 10+ copies of the same ASCII raws, it's already bad as it is. I 'll check if I can use some symlinks to reduce the overall size, but there' so still the matter with the tileset list inflating to unmanageable length.
3. Game fails to shut down cleanly.
Plugin twbt has failed to shutdown!
[DFHack]#
/Applications/Macnewbie/Dwarf Fortress/dfhack: line 15: 19398 Segmentation fault DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
logout
[Process completed]
I am running 10.6.8, on a completely clean install. Quick fort worked in previous versions, but I've had the Seg fault since I started with MacNewbie 0.9.8
dlopen(/Applications/Macnewbie/Dwarf Fortress/hack/plugins/stonesense.plug.dylib, 2): Library not loaded: /usr/lib/libc++.1.dylibI'm going to look into this some more, but most likely it's never going to work on 10.6 due to apple . This forum post (http://meshmixer.com/forum/index.php?PHPSESSID=e8c9c03ae81c8eb78d2c2a86d8a1a760&topic=1754.0) indicates it's their fault. You can try installing libc++ (first install Macports (https://distfiles.macports.org/MacPorts/MacPorts-2.3.1-10.6-SnowLeopard.pkg), then in the terminal 'sudo port install libcxx' ) and hope for the best, but imho your chance of success is rather low.
./hack/libs/liballegro.5.0.dylib exists as a link, but there is nothing for it to link to. Actually, none of the allegro links have anything to point to.
Regarding Quickfort, the problem is actually with Qfconvert 1.3. I never get a chance to actually call Quickfort.
When it launches, one window appears and MacOS asks me for admin authority to read another processes memory. Once I enter in the info, another window pops up and the first one hangs and as to be force-quitted.
It may be related to two copies of DT 26.0 being launched (whether or not I launch it from MacNewbie). When it launches, one window appears and MacOS asks me for admin authority to read another processes memory. Once I enter in the info, another window pops up and the first one hangs and as to be force-quitted.The two windows you see are normal afaik, but I'll have to check splinterz. DT v26.0 had a bunch of changes in it, bugs are normal at this stage. Make sure to launch DT after you've loaded a game, if you load DT first it hangs usually even in v25.0. It's a long standing bug unfortunately. :(
Any chance of merging in Doren's Modest Accelerated Mash?Not in the near future. I could add the mod to the LNP/graphics folder, and the launcher could take care of installing it, if the folder structure is correct, but that'd mean you can only play vanilla OR mod, and switching between the two modes will break the "other" saves. I won't do it now, because it'd be a support nightmare. But check out this project (http://www.bay12forums.com/smf/index.php?topic=143662.0), Peredexiserrant started working on extending the launcher's capabilities to make this feasible.
@Murdersquish (http://www.bay12forums.com/smf/index.php?action=profile;u=108654):QuoteIt may be related to two copies of DT 26.0 being launched (whether or not I launch it from MacNewbie). When it launches, one window appears and MacOS asks me for admin authority to read another processes memory. Once I enter in the info, another window pops up and the first one hangs and as to be force-quitted.The two windows you see are normal afaik, but I'll have to check splinterz. DT v26.0 had a bunch of changes in it, bugs are normal at this stage. Make sure to launch DT after you've loaded a game, if you load DT first it hangs usually even in v25.0. It's a long standing bug unfortunately. :(
@fricy (http://www.bay12forums.com/smf/index.php?action=profile;u=94479):We have something: mifki's plugins were missing from 0.9.8, so they are the suspects. We just have to decide which one causes the crash for you, and why.
I was using Macnewbie 0.9.8, I never tried 0.9.8a. I just tried running Macnewbie 0.9.10 (it crashed), then went to stderr.log, but nothing was there. Is that a clue in of itself?
FWIW, I've never seen this problem pre-26.0. To wit, I'm running 25.0 now given the problems I had with 26.0 and I've yet to see the double-window problem. (I'm going to wait for the 26+ to stabilize a bit before going back to it.)You're right: What I've seen before was a double process, but that was a slightly different, did not show up in the dock. I'll post a report with splinterz...
Quick question. When installing a new version (upgrading to a new one) do you overite all the old files (so select replace all) or do you keep the "newer" files that it talks about also?I wouldn't trust osx to overwrite the folder properly at any case, it risks losing your saves. Either extract to a new folder and migrate your saves from the 'User Generated..' directory, or else delete the LNP, Dwarf Fortress folder and the launcher, and extract these. Better upgrade is in the plans.
Quick question. When installing a new version (upgrading to a new one) do you overite all the old files (so select replace all) or do you keep the "newer" files that it talks about also?I wouldn't trust osx to overwrite the folder properly at any case, it risks losing your saves. Either extract to a new folder and migrate your saves from the 'User Generated..' directory, or else delete the LNP, Dwarf Fortress folder and the launcher, and extract these. Better upgrade is in the plans.
Why don't you move saves folder out of the installation folder completely, eg. to ~/Documents?Not that I haven't thought of it (https://bitbucket.org/Pidgeot/python-lnp/issue/18/about-moving-some-folders-to-users), but not being a programmer makes it a tad difficult. :)
Why don't you move saves folder out of the installation folder completely, eg. to ~/Documents?Not that I haven't thought of it (https://bitbucket.org/Pidgeot/python-lnp/issue/18/about-moving-some-folders-to-users), but not being a programmer makes it a tad difficult. :)
Why don't you move saves folder out of the installation folder completely, eg. to ~/Documents?
Why don't you move saves folder out of the installation folder completely, eg. to ~/Documents?Is there a config option to point to the save directory? Currently, I have my saves stored on Dropbox so my post-install operation follows, but I would rather mod a config option.
MacOS:
bash$ ln -s "~/Dropbox/Games/Dwarf Fortress/save" "/Applications/Macnewbie/Dwarf Fortress/data/save"
It could be just small code in df/dfhack scripts that would check if there's no data/save folder (first run), then create save folder in Documents (if it doesn't exist too) and make a symlink.The problem is not with the idea, but with my nonexistent coding skills. Nevertheless I made some progress, hurray. :)
I'm having technical issues with the OSX version. The game locks up fairly early on in every play though I've attempted (happened once ~15 minutes in, second time ~3 hours in). Throughout the play through, the game occasionally "stutters" and locks up for ~1 second before it gets going again. One observational note -- both times, it happened while I was doing the two-finger-drag-on-trackpad thing to scroll around the map. I can't figure out where to disable this, though.
This is what shows up in stderr.log:Code: [Select]No caravan report object; use "fix/population-cap force" to create one
UNKNOWN CLASS 'viewscreen_unitlaborsst': vtable = 0xc56d168
2014-10-08 00:05:32.009 dwarfort.exe[1433:507] unrecognized type is -2
2014-10-08 00:05:32.010 dwarfort.exe[1433:507] *** Assertion failure in -[NSEvent _initWithCGSEvent:eventRef:], /SourceCache/AppKit/AppKit-1265.21/AppKit.subproj/NSEvent.m:1361
2014-10-08 00:05:32.010 dwarfort.exe[1433:507] Invalid parameter not satisfying: cgsEvent.type > 0 && cgsEvent.type <= kCGSLastEventType
I'm playing on a MBP, OSX 10.9.4, using MacNewbiePack 0.9.10 w/ DF 40.13. The only DFHack modules I have enabled are "Workflow - production targets" and "Pure Bugfixes". Any help would be appreciated.lp would be appreciated.
Passing a bug report, which I'm pretty sure is the multiscroll plugin. I assume you can work out the version and mifki can track down the problem :)
i've released a new version, although it's now incomplete with 40.14 (thoughts and happiness are disabled/invalid). however the other functionality should be ok... probably..
there are also some fairly untested new features like the labor optimizer update and new role categories/preferences, so let me know if anything unexpected explodes. a proper update to handle the new emotions will certainly take more time, but in the meantime this is still a significant update.Spoiler: Patch Notes (click to show/hide)
-partyl working rendermax pluginWhat do you mean by "partly"? Are you using Warmist's changes?
Uhm, it's a reminder to myself to go ask Warmist to reimplement plants/trees, and to mifki to once more make it compatible with twbt. Sorry for the confusion.-partyl working rendermax pluginWhat do you mean by "partly"? Are you using Warmist's changes?
Place graphics packs here, each one in it's own directory. Edit lnp.yaml towhat is lnp.yaml? i can't find such a file :(
make LNP aware of the graphics packs you add.
fricy, little question here: how do i add new tileset? In LNP/graphics folder it says:Oh, that instruction is outdated, a leftover from the previous launcher. Just place a pack there with the proper folder structure and the launcher will detect it automagically when it starts.QuotePlace graphics packs here, each one in it's own directory. Edit lnp.yaml towhat is lnp.yaml? i can't find such a file :(
make LNP aware of the graphics packs you add.
Oh, i got it, i just forgot to put raws in place, thanksfricy, little question here: how do i add new tileset? In LNP/graphics folder it says:Oh, that instruction is outdated, a leftover from the previous launcher. Just place a pack there with the proper folder structure and the launcher will detect it automagically when it starts.QuotePlace graphics packs here, each one in it's own directory. Edit lnp.yaml towhat is lnp.yaml? i can't find such a file :(
make LNP aware of the graphics packs you add.
BTW, when i was waiting for answer, i took quick tour through available graphic pack and it seems that something wrong with Phoebus:Thx, for the report, it's a typo: data/art/Phoebeus_16x16_text.png has an extra 'e' in it. :( Only happens with twbt mode.It loads title screen and then shows blank warning window, while game freezes. I've seen this before, but don't remember, what it meansSpoiler (click to show/hide)
Only happens with twbt mode.
Only happens with twbt mode.But if tileset specified in init.txt is missing, game won't start without twbt as well, or where was the mistake?
Only happens with twbt mode.But if tileset specified in init.txt is missing, game won't start without twbt as well, or where was the mistake?
Then there's a bug: the FONT and the FULLFONT entries had the typo, and the game just froze - according to the console it happened during twbt (5.28) initialization.
Yes, but without twbt it would display message box and close anyway.Thx, that'd be helpful.
DF itself displays message box and quits if can't load tileset, for some reason message box hangs when loading tileset from twbt. I'll add some logging but I can only close the game in this case.
#[SKY:178:3:0:0]
[SKY:250:0:0:2]
but by unknown reason, after installation sky colour reverts back to default 178:3:0:0.fricy, i found another issue. It's about grim fortress.
lightrow proposed d_init change — [SKY:250:0:0:2]
d_init of grim fortress in your graphic pack contains linesCode: [Select]#[SKY:178:3:0:0]
but by unknown reason, after installation sky colour reverts back to default 178:3:0:0.
[SKY:250:0:0:2]
However, it works ok, if commented line is deleted
fricy, i found another issue. It's about grim fortress.
lightrow proposed d_init change — [SKY:250:0:0:2]
d_init of grim fortress in your graphic pack contains linesCode: [Select]#[SKY:178:3:0:0]
but by unknown reason, after installation sky colour reverts back to default 178:3:0:0.
[SKY:250:0:0:2]
However, it works ok, if commented line is deleted
Yeah, PyLNP considers everything between [ and ] to be a tag; there's no special comment syntax right now (other than anything OUTSIDE [ and ]).
It also assumes only one instance of a field name, so it sees the first one before the second one and uses that. It doesn't parse the full file like DF would (at least, not yet...)
fricy, i found another issue. It's about grim fortress.I'm not sure if DF would treat that as a comment - an alternative I've seen is replacing "[" and "]" with "(" and ")"
lightrow proposed d_init change — [SKY:250:0:0:2]
d_init of grim fortress in your graphic pack contains linesCode: [Select]#[SKY:178:3:0:0]
but by unknown reason, after installation sky colour reverts back to default 178:3:0:0.
[SKY:250:0:0:2]
However, it works ok, if commented line is deletedAnd also, in his tileset VARIED_GROUND_TILES was set to "no"
upd: oh, i see, PyLNP takes control over this setting
Yeah, PyLNP considers everything between [ and ] to be a tag; there's no special comment syntax right now (other than anything OUTSIDE [ and ]).
It also assumes only one instance of a field name, so it sees the first one before the second one and uses that. It doesn't parse the full file like DF would (at least, not yet...)
Interesting. I had thought it just replaces whole file instead of catching tags
/snipPretty much, saves are stored in the "User Generated Content".
do I need to drag my save files out, download this entire pack, put them back into the "new" instance of DF 40.14, and nuke the old stuff from orbit?
fricy, i found another issue. It's about grim fortress.Once again thx for your help. I'll go check if this affects other packs as well.
lightrow proposed d_init change — [SKY:250:0:0:2]
d_init of grim fortress in your graphic pack contains linesCode: [Select]#[SKY:178:3:0:0]
but by unknown reason, after installation sky colour reverts back to default 178:3:0:0.
[SKY:250:0:0:2]
However, it works ok, if commented line is deleted
@Pidgeot: I'm pretty impressed, that the color window in the launcher can tell and show which color scheme a graphic set installs. Nice touch.
Uh, it doesn't do that. It will show the currently installed colorscheme in the preview if you haven't selected anything, but that's only read when the program starts.Actually it recognizes and highlights which color scheme is installed by the tileset if that color scheme is in the list of the colors. I noticed this by accident, but it does work. :)
I suppose it would probably be a good idea to do that, though... I'll make a note to get that done, shouldn't be too hard.
Uh, it doesn't do that. It will show the currently installed colorscheme in the preview if you haven't selected anything, but that's only read when the program starts.Actually it recognizes and highlights which color scheme is installed by the tileset if that color scheme is in the list of the colors. I noticed this by accident, but it does work. :)
I suppose it would probably be a good idea to do that, though... I'll make a note to get that done, shouldn't be too hard.
Does /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/libruby.1.dylib exist on your system?
Oh, you're using Yosemite. Yosemite breaks a number of things (including nearly all versions of GCC, which is used to compile DF and DFHack), so I'm not exactly sure how to fix that.
I seem to be getting crashes pretty frequently (once every few hours) with this new version. This wouldn't be so bad except that I have to literally make a whole fort over again and nothing bothers me quite like that. I guess I just need to save more?
Further experience tells me this is happening when I've got DFHack on, and not with regular DF. I've been trying to save more frequently and use DFHack only when necessary (e.g. when embarking or to clean up grossness from the ground). Funnily, when I installed DF, Phoebus, and DFHack separately, I didn't seem to have any such problems, even though that was pretty much a headache and a half.I'm a bit stumped. I tried to reproduce the problem, generated a new world and played for a few hours with the latest version with TwbT on, no crashes on my end. I'll try some more with my Maverick system, but so far the only advice I can give is to try playing with print mode 2d and see if it helps... :-(
[DFHack]# /Applications/DWARF FORTRESS/Macnewbie-4015/Dwarf Fortress/dfhack: line 15: 7878 Abort trap: 6 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
I can confirm that everything work good on Mavericks, with only exception is when game crashes after me trying to load Legends of big region with 150000+ historical figures. I remember it working before, though embark in same world works ok. Can't say about gameplay: i played much only in a small worldWhat do you mean by "DFHack does open legends"? Are you referring to DF or another utility?
UPD: just checked it, and DFHack does open legends of large 40.14 world in 40.15, but fails to open world made in 40.15
Last Terminal message, if that matters:Code: [Select][DFHack]# /Applications/DWARF FORTRESS/Macnewbie-4015/Dwarf Fortress/dfhack: line 15: 7878 Abort trap: 6 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
I can confirm that everything work good on Mavericks, with only exception is when game crashes after me trying to load Legends of big region with 150000+ historical figures. I remember it working before, though embark in same world works ok. Can't say about gameplay: i played much only in a small world
UPD: just checked it, and DFHack does open legends of large 40.14 world in 40.15, but fails to open world made in 40.15
Last Terminal message, if that matters:Code: [Select][DFHack]# /Applications/DWARF FORTRESS/Macnewbie-4015/Dwarf Fortress/dfhack: line 15: 7878 Abort trap: 6 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
What do you mean by "DFHack does open legends"? Are you referring to DF or another utility?
(Also, the only information given in that message is that DF crashed. Crash reports are usually more helpful, since they contain information about what caused the crash.)
Quote from: Badger Storm link=topic=128960.msg5801311#msg5801311 dateproblem 415802857Further experience tells me this is happening when I've got DFHack on, and not with regular DF. I've been trying to save more frequently and use DFHack only when necessary (e.g. when embarking or to clean up grossness from the ground). Funnily, when I installed DF, Phoebus, and DFHack separately, I didn't seem to have any such problems, even though that was pretty much a headache and a half.I'm a bit stumped. I tried to reproduce the problem, generated a new world and played for a few hours with the latest version with TwbT on, no crashes on my end. I'll try some more with my Maverick system, but so far the only advice I can give is to try playing with print mode 2d and see if it helps... :-(
Do you see anything suspicious at the end of the stderr. log file after crashing?
Um, the settings for turning things on and off, such as aquifers, invaders, and anything else with a number not tied to it do not work. You click them, and nothing changes. Can you guys fix this?
0.8 was bugged for graphics pack installations; that binary has been pulled and replaced with 0.8a, which fixes it.
game for me crashes a lot with starter pack 16 r1. Mainly when i try to use build menu (b)I'm confused, you posted the same in the windows starter pack too.
A serious bug has been found in the latest twbt plugin: if you zoom out too much, the game will crash.
You can get the fix here (http://do1.mifki.com:8810/download/285/artifacts/twbt-5.34-osx.zip), extract twbt.plug.dylib to <df>/hack/plugin.
Last login: Fri Dec 5 16:33:05 on ttys000
Ronans-MacBook-Pro:~ Varrgie$ /Applications/Macnewbie/Dwarf\ Fortress/dfhack ; exit;
dfhack: attempting to hook in
Loading bindings from data/init/interface.txt
/Applications/Macnewbie/Dwarf Fortress/dfhack: line 15: 1118 Bus error: 10 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
logout
[Process completed]
I've been getting a crash that happens every time I try to open dwarf fortress. Upon pressing Play in the GUI, the dfhack terminal starts up, but dwarf fortress always quits unexpectedly. Does anyone else get this? This is the error I get in the terminal, if that helps.Hmm, not really. Which OS version, and what settings do you use? Do you have TWBT graphic mode activated? What happens if you switch to 2D mode in the launcher?
I've been getting a crash that happens every time I try to open dwarf fortress. Upon pressing Play in the GUI, the dfhack terminal starts up, but dwarf fortress always quits unexpectedly. Does anyone else get this? This is the error I get in the terminal, if that helps.
I've been getting a crash that happens every time I try to open dwarf fortress. Upon pressing Play in the GUI, the dfhack terminal starts up, but dwarf fortress always quits unexpectedly. Does anyone else get this? This is the error I get in the terminal, if that helps.Hmm, not really. Which OS version, and what settings do you use? Do you have TWBT graphic mode activated? What happens if you switch to 2D mode in the launcher?
I've been getting a crash that happens every time I try to open dwarf fortress. Upon pressing Play in the GUI, the dfhack terminal starts up, but dwarf fortress always quits unexpectedly. Does anyone else get this? This is the error I get in the terminal, if that helps.Code: [Select]Last login: Fri Dec 5 16:33:05 on ttys000
Ronans-MacBook-Pro:~ Varrgie$ /Applications/Macnewbie/Dwarf\ Fortress/dfhack ; exit;
dfhack: attempting to hook in
Loading bindings from data/init/interface.txt
/Applications/Macnewbie/Dwarf Fortress/dfhack: line 15: 1118 Bus error: 10 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
logout
[Process completed]
Try deleting hack/libstdc++.6.dylib.
Thank you. That did the trick apparently. At least it doesn't crash instantly.Friendly advice: In that case stay away from the load/save stocks settings menu, that file is needed for the plugin to work correctly. :(
The plugin is disabled.
Autonestbox stopped.
Watches the numbers of seeds available and enables/disables seed and plant cooking.
Each plant type can be assigned a limit. If their number falls below,
the plants and seeds of that type will be excluded from cookery.
If the number rises above the limit + 20, then cooking will be allowed.
The plugin needs a fortress to be loaded and will deactivate automatically otherwise.
You have to reactivate with 'seedwatch start' after you load the game.
Options:
seedwatch all - Adds all plants from the abbreviation list to the watch list.
seedwatch start - Start watching.
seedwatch stop - Stop watching.
seedwatch info - Display whether seedwatch is watching, and the watch list.
seedwatch clear - Clears the watch list.
You can use these abbreviations for the plant tokens:
bs -> SLIVER_BARB
bt -> TUBER_BLOATED
bw -> WEED_BLADE
cw -> GRASS_WHEAT_CAVE
dc -> MUSHROOM_CUP_DIMPLE
fb -> BERRIES_FISHER
hr -> ROOT_HIDE
kb -> BULB_KOBOLD
lg -> GRASS_LONGLAND
mr -> ROOT_MUCK
pb -> BERRIES_PRICKLE
ph -> MUSHROOM_HELMET_PLUMP
pt -> GRASS_TAIL_PIG
qb -> BUSH_QUARRY
rr -> REED_ROPE
rw -> WEED_RAT
sb -> BERRY_SUN
sp -> POD_SWEET
vh -> HERB_VALLEY
ws -> BERRIES_STRAW_WILD
wv -> VINE_WHIP
Examples:
seedwatch MUSHROOM_HELMET_PLUMP 30
add MUSHROOM_HELMET_PLUMP to the watch list, limit = 30
seedwatch MUSHROOM_HELMET_PLUMP
removes MUSHROOM_HELMET_PLUMP from the watch list.
seedwatch ph 30
is the same as 'seedwatch MUSHROOM_HELMET_PLUMP 30'
seedwatch all 30
adds all plants from the abbreviation list to the watch list, the limit being 30.
Loading script at PyLNP_dfhack_onLoad.init
Enabling the plugin.
The plugin is enabled.
Option drybuckets is enabled.
Option auto-melt is enabled.
Fixed feeding timers for 0 citizens.
unstuck 0 doors
[DFHack]#
# The contents of this file are executed as DFHack commands
# when a world is loaded - good for bugfixes and other options
# disable persistent commands
# (so that state will always match dfhack tab, re-enabling if on)
multicmd autolabor 0; workflow disable; autonestbox stop; seedwatch stop;
# Run the commands written by the dfhack tab(s)
script PyLNP_dfhack_onLoad.init
I've been having other problems, yeah, mainly the complete failure to get shells (or shellfish, for that matter) from fish cleaning. I do have a few .init files, one of them being seedwatch.plug.dylib. Would that be the one to delete (or do whatever it takes to fix it?) I don't use seedwatch, like, at all. Or would it be the seedwatch in onLoadWorld, as follows:"seedwatch stop" seems to display usage information, so try removing that. If that doesn't work, it could be something in PyLNP_dfhack_onLoad.init too.Code: [Select]# The contents of this file are executed as DFHack commands
# when a world is loaded - good for bugfixes and other options
# disable persistent commands
# (so that state will always match dfhack tab, re-enabling if on)
multicmd autolabor 0; workflow disable; autonestbox stop; seedwatch stop;
# Run the commands written by the dfhack tab(s)
script PyLNP_dfhack_onLoad.init
Whenever I gen a world in advanced worldgen, the whole spiel about seedwatch shows up, as follows:It's just a simple status message, and it's present in the init-s since 40.13, so no idea why you're only seeing it in 40.23. Mildly annoying true, but harmless.
I have no idea when this started, but I just now noticed it. I don't know if it affects anything, but it's absolutely infuriating. I swear I am this close to just going back to 40.19. 40.23 has not been treating me well.
"seedwatch stop" seems to display usage information
Just a minor typo, in the DF Hack tab on the PyLNP console, the tool-tip text for autobuild coffins says "Designate built coffins for burial autoamticaly"Lol, ok noted. Thx!
It's done this when a world isn't loaded since at least 0.34.11-r5, so this is not a new problem - if anything, the problem is that it's being run when a world isn't loaded, which certainly isn't a DFHack problem."seedwatch stop" seems to display usage information
I would consider this a bug - at most it should print 'seedwatch not enabled' or something. Is it worth opening an issue?
When I upgraded this morning, I noticed that whenever I try to designate a building using "b" the game freezes and crashes. I have ported the save game to a vanilla version of DF .40.24 and it works fine. I made a second world and it did the same thing. I am not sure if this is a problem on my end or a bug with the software. I am running os X 10.10.1. Thank youCan't reproduce. :(
When I upgraded this morning, I noticed that whenever I try to designate a building using "b" the game freezes and crashes. I have ported the save game to a vanilla version of DF .40.24 and it works fine. I made a second world and it did the same thing. I am not sure if this is a problem on my end or a bug with the software. I am running os X 10.10.1. Thank youCan't reproduce. :(
I had that problem one time in the past, and it had something to do with file permissions, but I couldn't find the exact cause. Where are you trying to run it from?
@lethosor: Would you kindly check if you can reproduce?
Were you using Truetype? There was a similar crash caused by Truetype, although I'm not sure if it has been fixed or not.
consistent crash bug I ran into:Out of curiosity, does disabling TwbT change anything?
* created new world
* started fortress game
* prepare carefully
* tab to items selection
* 'n'ew item
* 'w' (searching for plump helmet wine)
[crash as soon as I type 'w']
Tried redownloading and same behavior. Tried with vanilla df, no issue. Also tried adding the dfhack 4.0.24-r1 directly onto that and no issue. So maybe MacNewbie specific?
OS X 10.9.5
*** Error(s) found in the file "raw/objects/creature_accelerated.txt"
ANIMAL:Unrecognized Material Template: WOOL_TEMPLATE
ANIMAL:Unrecognized Creature Token: PREFIX
This happens when I launch. I can just scoot the file over to elsewhere, but is there a "true" fix for this?
No, it seems I fsckd that up good.*** Error(s) found in the file "raw/objects/creature_accelerated.txt"That's a bit complicated and has to do with the Modest Accelerated Mash mod, I thought fricy had fixed all that stuff
ANIMAL:Unrecognized Material Template: WOOL_TEMPLATE
ANIMAL:Unrecognized Creature Token: PREFIX
This happens when I launch. I can just scoot the file over to elsewhere, but is there a "true" fix for this?
Another question: When I'm playing with DFHack on LNP, the game freezes whenever I try to scroll to zoom in and out.What keypress causes the freezup?
a) can this be fixed somehow?
b) is there another way to zoom?
Scrolling using my touchpad on my laptop.Oh, that's the multiscroll plugin, please delete it from the hack/plugin folder, that should stop the freezes.
So this all works great for me, save for after a fort gets to a certain size then either right after loading a save (and un-pausing) or part way into a saved game I get this error and DF quits.
/Applications/Games/Macnewbie.9.16/Dwarf Fortress/dfhack: line 15: 386 Bus error: 10 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
Try switching print mode to 2D from TWBT in the graphics tab.
If this helps: check if you have any system updates/graphics drivers you can install.
If not: try turning off dfhack...
Please report progress in the updated Macnewbie thread, link in my sig below.
1. 2D results in the same crash.Possibly some save corruption issue, not sure. I could take a look if you uploaded the save somewhere. How long it takes on average to crash? As lethosor mentioned there's a bug in 40.24 that causes crashes when you build near tree branches/leaves/etc, could it explain this?
2. DFHACK turned off with 2D also results in the same error. A second try allows the game to run strangely enough.
Downloading the update and will report with that later.
Edit: Fricy, is there a reason for "dwarfmonitor disable date" in dfhack.init?Yeah, the date/weather display obscures the beginning of announcements.
The date is displayed in the upper right corner.I stand corrected in that regard. The complain was about the weather indicator which is in lower left and governed by the same setting.
Do you mean that "dwarfmonitor disable date" disables the weather indicator?Yes, (https://github.com/DFHack/dfhack/blob/master/plugins/dwarfmonitor.cpp#L1715-L1771) there's no separate weather monitor.
I'll try to fix this by the next DFHack release.Do you mean that "dwarfmonitor disable date" disables the weather indicator?Yes, (https://github.com/DFHack/dfhack/blob/master/plugins/dwarfmonitor.cpp#L1715-L1771) there's no separate weather monitor.
Or just by copying freetype lib to the libs folder, no need to install xquartz anyway actually.Right, but freetype isn't included with OS X (10.8+) by default (which is why OS X prompts you to install XQuartz, which includes libfreetype). I'm not sure what issues could come up with distributing that particular binary, but SDL is safe to redistribute.
According to a discussion on Reddit, the XQuartz dependency can be avoided by replacing DF's SDL_ttf library with https://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg (which includes Freetype).Yeah, saw the report on the bug page, and I'll test this solution soon, but as I'm already including a copy of freetype I'm not sure if there are any benefits.
I'll try to fix this by the next DFHack release.Thx. I'd recommend moving the weather widget to the left side where it doesn't cover the happiness monitor, but whatever. :)
As far as I know, this doesn't need to be installed either (unless there are hardcoded paths somewhere). You can try copying the contents of the .dmg to a USB drive and running it from there - last I checked, it was only an application bundle.indeed, it worked =D. My previous experience with DMG files had been as installers, hence my confusion.
I'm running the latest MacNewbie Pack on an iMac and Dwarf Therapist is causing DF to crash every time I commit changes.What kind of changes do you commit? Are you renaming dwarves, or just regular job management?
I only have DFHack and he announcement filter running at the same time but turning them off doesn't stop the crashes.
Any ideas, do you want a crash report or anything?
What kind of changes do you commit? Are you renaming dwarves, or just regular job management?
I uploaded an experimental build (https://www.dropbox.com/s/9n7evgwr8e9odfx/DwarfTherapist.31.0_experimental.dmg?dl=0) of Therapist that's supposed to fix the renaming crash (https://github.com/splintermind/Dwarf-Therapist/issues/230), please try it out to see if it helps.
Hey, another newb question: the docs indicate there should be a mods tab, since there are mods in the Mods folder -- but I just see a dfhack tab, and nothing about other mods. Not sure if I'm doing something wrong? Is there something else I need in order to see mod options? Thanks!
Hey, another newb question: the docs indicate there should be a mods tab, since there are mods in the Mods folder -- but I just see a dfhack tab, and nothing about other mods. Not sure if I'm doing something wrong? Is there something else I need in order to see mod options? Thanks!I haven't done a mod compatible release yet, but it's coming soon...
Hey, another newb question: the docs indicate there should be a mods tab, since there are mods in the Mods folder -- but I just see a dfhack tab, and nothing about other mods. Not sure if I'm doing something wrong? Is there something else I need in order to see mod options? Thanks!I haven't done a mod compatible release yet, but it's coming soon...
I'm running the latest MacNewbie Pack on an iMac and Dwarf Therapist is causing DF to crash every time I commit changes.What kind of changes do you commit? Are you renaming dwarves, or just regular job management?
I only have DFHack and he announcement filter running at the same time but turning them off doesn't stop the crashes.
Any ideas, do you want a crash report or anything?
I uploaded an experimental build (https://www.dropbox.com/s/9n7evgwr8e9odfx/DwarfTherapist.31.0_experimental.dmg?dl=0) of Therapist that's supposed to fix the renaming crash (https://github.com/splintermind/Dwarf-Therapist/issues/230), please try it out to see if it helps.
That seems to have fixed the crashes. I've run DT and changed job allocations as well as professions and no crashes so far.Thx for the update!
Thanks!
Hey, another newb question: the docs indicate there should be a mods tab, since there are mods in the Mods folder -- but I just see a dfhack tab, and nothing about other mods. Not sure if I'm doing something wrong? Is there something else I need in order to see mod options? Thanks!I haven't done a mod compatible release yet, but it's coming soon...
Last login: Sat Mar 14 03:58:47 on ttys000(I have no idea if this is in any way helpful)
mylogin:~ myname$ /Applications/Macnewbie/MacNewbie\ Launcher.app/Contents/MacOS/PyLNP ; exit;
CGColor with 1 components
Abort trap: 6
logout
[Process completed]
I play on a macbook pro 10.9.5 and recently, after enabling the 'performance tweaks' DFhack option in the Macnewbie launcher, my Dwarf fortress crashes after few minutes of playing on my saved world. This happens every time and gives me the error:The most common source of crashes in DF 0.24 is bug 8719: "Building constructions over parts of trees crashes". (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8719)
Can't seem to get it to work :(When you say using the PyLNP executable, do you mean that you downloaded the latest version (https://bitbucket.org/Pidgeot/python-lnp/downloads) and you're seeing the same crash? If not, please download and try to see if it works.
OSX 10.8.5, updated xquartz and jdk, using the launcher yields:
"PyLNP quit unexpectedly"
Using the PyLNP executable yields the same, with the terminal reading
Can't seem to get it to work :(When you say using the PyLNP executable, do you mean that you downloaded the latest version (https://bitbucket.org/Pidgeot/python-lnp/downloads) and you're seeing the same crash? If not, please download and try to see if it works.
OSX 10.8.5, updated xquartz and jdk, using the launcher yields:
"PyLNP quit unexpectedly"
Using the PyLNP executable yields the same, with the terminal reading
By the way: Do you have any third party python (or Tcl) installation on your sytem? This thread (http://www.gossamer-threads.com/lists/python/python/1041840) indicates a problem with that, although the launcher app shoulnd't depend on system python/tcl, as it comes with the necessary dependancies prepackaged.
I meant the PyLNP file inside the MacNewbie Launcher package, but the 0.9.5a version you linked also yields the same crash.I think there should an app called PYthon launcher or IDLE in your Applications folder. Here's a development version (https://copy.com/J2CnDbNL7VBGqXKT) of the launcher you can try.
This might seem silly, but how would I check for installed third party python installations? I'm one of those users that usually just installs whatever addons, driver packages or additional programs he's told to install. So yeah, I might have some or I might not. A quick file search reveals no relevant hits for python or tci.
I meant the PyLNP file inside the MacNewbie Launcher package, but the 0.9.5a version you linked also yields the same crash.I think there should an app called PYthon launcher or IDLE in your Applications folder. Here's a development version (https://copy.com/J2CnDbNL7VBGqXKT) of the launcher you can try.
This might seem silly, but how would I check for installed third party python installations? I'm one of those users that usually just installs whatever addons, driver packages or additional programs he's told to install. So yeah, I might have some or I might not. A quick file search reveals no relevant hits for python or tci.
Can't find either IDLE or Python launcher.I meant the PyLNP file inside the MacNewbie Launcher package, but the 0.9.5a version you linked also yields the same crash.I think there should an app called PYthon launcher or IDLE in your Applications folder. Here's a development version (https://copy.com/J2CnDbNL7VBGqXKT) of the launcher you can try.
This might seem silly, but how would I check for installed third party python installations? I'm one of those users that usually just installs whatever addons, driver packages or additional programs he's told to install. So yeah, I might have some or I might not. A quick file search reveals no relevant hits for python or tci.
But the development version actually worked :o
Thanks a lot :)
Important:The libstdc++ included in DFHack r3 might work on 10.6. Anyone able to check this?
OSX 10.7+ is the minimum recommended to play the game.
To use this pack on 10.6 you need to delete Dwarf Fortress/hack/libstdc++.6.dylib.
Players on OSX 10.8+ may need to update XQuartz (http://xquartz.macosforge.org) to launch the game.Try replacing SDL_ttf.framework with the one from http://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg (I don't know if I've actually tested Truetype with this, but it contains a working Freetype library).
Testing on 10.6 would be good indeed.Important:The libstdc++ included in DFHack r3 might work on 10.6. Anyone able to check this?
OSX 10.7+ is the minimum recommended to play the game.
To use this pack on 10.6 you need to delete Dwarf Fortress/hack/libstdc++.6.dylib.
Notice the may. :) Freetype.dylib is included in the pack to fix xquartz dependency, and I'm wary of replacing another SDL library in case it introduces new bugs.QuotePlayers on OSX 10.8+ may need to update XQuartz (http://xquartz.macosforge.org) to launch the game.Try replacing SDL_ttf.framework with the one from http://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg (I don't know if I've actually tested Truetype with this, but it contains a working Freetype library).
Service announcement: Due to being in the middle of a project update is postponed for about two weeks. That is unless I die of caffeine abuse. ;D
[DFHack]# /Applications/Macnewbie/Dwarf Fortress/dfhack: line 15: 181 Bus error DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
logout
[Process completed]
EDIT4: Ok it was definitely TWBT causing the crashes. Could you please put a little sentence somewhere in the OP saying that 10.6.8 may experience crashes as a result of TWBT? Because that would have saved me hours of searching through the thread and playtesting.
Edit: fricy - the version of DFHack in this pack is rather outdated. Are there plans to update it?When I get my shit together - past two months have been crazy, and I have'd no time to test things before release.
To use this pack on 10.6 you need to delete Dwarf Fortress/hack/libstdc++.6.dylibI've confirmed that this is no longer necessary as of DFHack 0.40.24-r3.
...why are you using a development build of DFHack?Two reasons:
By the way, how did you fix Armok Vision?The fast and stupid way: I commented out the parts that initialized the building module (https://github.com/JapaMala/armok-vision/commit/1c40582a6fb18da28dfc1c92db199027ebf9a22a).
Hi fricy,
For Macnewbie 0.9.17 - TEST VERSION with GEMSET 24x
If it locks up should I send you a report to help with stability? What should I send? Never done done this before.
Hi fricy,
For Macnewbie 0.9.17 - TEST VERSION with GEMSET 24x
If it locks up should I send you a report to help with stability? What should I send? Never done done this before.
You mean crashes? In case of a crash, a message will be shown and depending on the OS version button like details or send, and there will be long text report.
Hi fricy,
For Macnewbie 0.9.17 - TEST VERSION with GEMSET 24x
If it locks up should I send you a report to help with stability? What should I send? Never done done this before.
You mean crashes? In case of a crash, a message will be shown and depending on the OS version button like details or send, and there will be long text report.
Ya crashes. (sometimes it just freezes in the window and I have to force quit) I mean what do you need from me to help if I want to send a report to help improve stability. The mac osx crash report or the stderr.txt or something? It's very long :D
Hi fricy,
For Macnewbie 0.9.17 - TEST VERSION with GEMSET 24x
If it locks up should I send you a report to help with stability? What should I send? Never done done this before.
You mean crashes? In case of a crash, a message will be shown and depending on the OS version button like details or send, and there will be long text report.
Ya crashes. (sometimes it just freezes in the window and I have to force quit) I mean what do you need from me to help if I want to send a report to help improve stability. The mac osx crash report or the stderr.txt or something? It's very long :D
osx report and description of what you were doing/what plugins are enabled (like twbt, multiscroll) :) In case it freezes, you can double-click the process in Activity Monitor and press Sample button to get a report.
Crash reports are not written to the syslog. Btw, you can find past reports by launching Console app and on the left under User Diagnostic Reports.
Recently tried using MacNewbie but nothing happens when I try to open the launcher. Any suggestions? Using a retina display and Yosemite 10.10.2 if that's of any help. Any help help is much appreciated.Haven't tested the pack on Yosemite or El Capitan.
python launch.py
PythonLNP 0.10.b with optional mod loaderI keep seeing this mythical "mod loader" mentioned in tandem with PLNP but it literally doesn't exist in the mac version of the launcher. There is no tab for it like on the Windows build. So where can I find it?
PythonLNP 0.10.b with optional mod loaderI keep seeing this mythical "mod loader" mentioned in tandem with PLNP but it literally doesn't exist in the mac version of the launcher. There is no tab for it like on the Windows build. So where can I find it?
Does updating it to 0.10b just involve replacing the JSON file? Or something else as well (since the launchers are separate?)PythonLNP 0.10.b with optional mod loaderI keep seeing this mythical "mod loader" mentioned in tandem with PLNP but it literally doesn't exist in the mac version of the launcher. There is no tab for it like on the Windows build. So where can I find it?
Check that you're actually using PyLNP 0.10b; the standard MacNewbie comes with 0.8 (pre-mods). Then add a mod to lnp/mods/nameofmod and the tab should show up.
Is this still an issue? If so, the most relevant part of the error message is "Library not loaded: /usr/X11R6/lib/libfreetype.6.dylib". SDL_ttf is trying to load libfreetype (and therefore SDL_ttf must be present), but can't find it. One thing that works fairly well, if you're not planning on using stonesense, is updating the SDL_ttf library to SDL_ttf 2.0.11 (not SDL2_ttf 2.0.11) - you can get it from here (https://www.libsdl.org/projects/SDL_ttf/release-1.2.html) (SDL_ttf-2.0.11.dmg).PythonLNP 0.10.b with optional mod loaderI keep seeing this mythical "mod loader" mentioned in tandem with PLNP but it literally doesn't exist in the mac version of the launcher. There is no tab for it like on the Windows build. So where can I find it?
EDIT: I can't run the test version of this at all, either. I get the "missing library: dyld: Library not loaded: /usr/X11R6/lib/libfreetype.6.dylib" error that is supposed to be a Linux problem. Why is it present here where I've never had it before? Running on Yosemite 10.10.5. The previous stable version runs just fine.
Report from Terminal:
hack ; exit;
dyld: Library not loaded: /usr/X11R6/lib/libfreetype.6.dylib
Referenced from: /Applications/Macnewbie/Dwarf Fortress/libs/SDL_ttf.framework/Versions/A/SDL_ttf
Reason: image not found
/Applications/Macnewbie/Dwarf Fortress/dfhack: line 15: 11131 Trace/BPT trap: 5 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
logout
[Process completed]
I've manually checked that the SDL_ttf lib is actually there, even went as far as manually downloading it and placing it to make sure, and it is. Not sure why it's not being detected by dfhack.
The image on Dropbox and DFFD both seem to be corrupted. Can you check into it?
The image on Dropbox and DFFD both seem to be corrupted. Can you check into it?
I can confirm that. The file is 147 mb instead of the listed 140 mb. I've checked the SHA-256 sum and it returns the same one on the page: 55e73c5ed3af182b751165994e254ba6c36ab89b9f49f92468bbd2c3bfc368fc
Edit: I cannot check the Dropbox file due to the service being blocked where I live.
I confirm that I have successfully downloaded, extracted and run the programs in the latest upload variation.Gemset needs TWBT rendering to run correctly, if you switch to 2D from default it won't work correctly. If you want ASCII like graphics with 2D mode I'd recommend you try Grimfortress (low res) or Taffer (HD).
....although I am assuming that GemSet shouldn't be mucking with the ASCII that's actually supposed to be ASCII. It's a mite weird trying to recall which one of those commands is "load previous fortress" when they're all animals and stuff.
Thanks for the upload, a question, is this regular to happen every time I gen a second world consecutively/ quit?If you mean, that the game segfaults and crashes when you want to quit, then the answer is yes, it's nothing new with this version. I usually just enter 'die' into the terminal, instead of using quit in the menu.
For the record, TWBT is off, is set to 2D font rendering with Truetype fonts, no current games.
....although I am assuming that GemSet shouldn't be mucking with the ASCII that's actually supposed to be ASCII. It's a mite weird trying to recall which one of those commands is "load previous fortress" when they're all animals and stuff.Gemset needs TWBT rendering to run correctly, if you switch to 2D from default it won't work correctly. If you want ASCII like graphics with 2D mode I'd recommend you try Grimfortress (low res) or Taffer (HD).
Okay, this is strange and possibly off-topic, but now the lettering is displaying correctly but there is definitely something wrong with the way it's rendering GemSet.Looks like a faulty/partial installation. Was this a previously generated save? With Macnewbie 0.9.16a? Have you followed these instructions?
The first image should be of my turkeys and untrained dog. The second one looks alright except for the dwarves in the bottom right corner. I mention this here entirely in case your packaged settings are incorrect. I'll also post this to the GemSet thread.
Troubleshooting: If the launcher won't update your savegames, the problem is due to the install logging feature of the launcher.
To fix this: Install your desired graphics, navigate to Dwarf Fortress/raws, select 'installed_raws.txt' and copy this configuration file into your save folder's raw directory. Now the launcher should be able to update your saves.
Okay, this is strange and possibly off-topic, but now the lettering is displaying correctly but there is definitely something wrong with the way it's rendering GemSet.Looks like a faulty/partial installation. Was this a previously generated save? With Macnewbie 0.9.16a? Have you followed these instructions?
....
The image on Dropbox and DFFD both seem to be corrupted. Can you check into it?
I can confirm that. The file is 147 mb instead of the listed 140 mb. I've checked the SHA-256 sum and it returns the same one on the page: 55e73c5ed3af182b751165994e254ba6c36ab89b9f49f92468bbd2c3bfc368fc
Edit: I cannot check the Dropbox file due to the service being blocked where I live.
The troubleshooting tip fixed it, thanks! Is this why "Process Legends Exports" isn't working either?No problem, & thx for the warning, I updated DFFD with the instructions, so it's easier to find. It's not in the download, so don't look for it...
PS - I absolutely do not see a troubleshooting file anywhere in the MacNewbie subfolders. Where is?
- Open legends (even in fortress mode with Ctrl-Shift-L)
- Export all legends data with Ctrl-A
- Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.
- Find exported legends in User Generated Content/[region name]
Are you suggesting that there are undocumented commands in Dwarf Fortress!?! I am *shocked* by the discovery.That's a very very very recent addition to dfhack, this is the first release that can do that. And it's documented in the readme.pdf file (which we know everybody reads ;DD), and the opening post. But seriously, the easiest way to learn about powerful/crazy shortcuts is to open and read the dfhack.init.
I had no idea that you could do that with active files. I was trying to do it with "abandoned" Legends folders.
Anything known about newest DF version MacNewbie?No it takes quite a while to update things like DFHack, Dwarf Therapist, Stonesense, etc., and the main purpose of a starter pack is organizing these mods and utilities.
Anything known about newest DF version MacNewbie?At this point I'm going to wait for 42.02, it may be a few days, but changelog (http://bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=64) is looking good. Plus there're a couple of tilesets that needs updating if I want to bundle something useful. It won't contain dfhack (or Therapist), but tilesets, launcher and standalone utilities should make it.
Not sure if this is the right place to make this suggestion, but I've discovered some Windows emulators for use with other computer games that are Windows-only, and I was wondering if you had thought about including one of these programs as part of the MacNewbPack instead of maintaining separate builds?Suggestions are always welcome, but please elaborate what do you have in mind. All the utilities in this pack are native osx or cross-platform java apps, and I don't understand what you mean by maintaining separate builds.
I agree that including POM in the Starter Pack would be overkill, and there are probably licensing issues to consider. But maybe a text file offering directions for how to run the windows-based DF Starter Pack through POM, or some of the other PC-only utilities would be super useful to someone who, like me, doesn't quite have the bandwidth to figure it out on my own.I have no idea how to run them... :) and I prefer to provide native apps, as emulated will always run slower. I tried a few pc games on mac, but decided to dedicate a Windows partition for games due to the performance advantage of directx vs apple's opengl implementation. DF is the only game I run on mac, and I maintain this pack (since summer 2013, wow, it's been that long :D) so there's no need for emulation. FYI the first incarnation of Macnewbie (http://www.bay12forums.com/smf/index.php?topic=106790.0) by Ixen used an emulated dfhack, but we have come a long way since.
Legends Viewer/World Viewer might actually just work as is through POM, now that I think about it....it doesn't need to interact with a running copy of DF.....hmmm, I will have to try that and report back to you.Please do. Even a guide'd be handy, but if you can manage to find a way to bottle a Legends utility that can run on 10.7-10.11 without having to install a 3rd party library I'm going to consider adding it, depending on how big the supporting windows libraries end up.
There are a number of 3d visualizers I've seen people play with on PC, and there doesn't seem to be any utilities like that for Apple.Stonesense and Armok Vision are included since the latest pack. I managed to compile a working Isoworld, but failed making it redistributable, so that's out for now (and anyway it's obsolete and development have been abandoned, and Armok Vision is nicer and shows the world if zoomed out). There's also the Blocky Map app (http://www.bay12forums.com/smf/index.php?topic=150291.0) which has an osx version, but not included due to size considerations and lack of progress on development. Anything else I missed?
At this point I'm going to wait for 42.02In other news dfhack is officialy being updated (https://github.com/DFHack/df-structures/commit/25e5b84847897d0be422c17aca4c8561e645ded4), which may, or may not mean that I reconsider the previous plan. Stay tuned. :)
Legends Viewer/World Viewer might actually just work as is through POM, now that I think about it....it doesn't need to interact with a running copy of DF.....hmmm, I will have to try that and report back to you.Please do. Even a guide'd be handy, but if you can manage to find a way to bottle a Legends utility that can run on 10.7-10.11 without having to install a 3rd party library I'm going to consider adding it, depending on how big the supporting windows libraries end up.
Legends Viewer/World Viewer might actually just work as is through POM, now that I think about it....it doesn't need to interact with a running copy of DF.....hmmm, I will have to try that and report back to you.Please do. Even a guide'd be handy, but if you can manage to find a way to bottle a Legends utility that can run on 10.7-10.11 without having to install a 3rd party library I'm going to consider adding it, depending on how big the supporting windows libraries end up.
Update: It turns out that PlayOnMac is just another front end to Wine, and that running Legends Viewer is beyond the capacity of Wine, probably due to something called .NET Framework (I've been an Apple user for 25 years, I have no idea what that is beyond "that thing that keeps breaking my hacks"). So, at this point, I'm seriously tempted to buy a gorram junk PC to read my Legends in....
.....I mean, if you want, you can borrow a cup of sugar alongside all that trouble. ;)
One quick request: my preferred graphics pack is Spacefox, and I was wondering if you might consider including two versions of that? It was great to see that you have the latest version, with Leo's latest overrides, but unfortunately there's an issue that makes these a little annoying to play with.Thx for the compliments!
[/snip]
But before you start considering those more drastic means, it's quite possible that this .Net-requiring Legends viewer will, or can be made to run direct on OSX. There's a port of .Net to OSX and Linux, called Mono. Its success with .Net software that wasn't specifically designed from the start to run on non-Windows may be mixed, but it's not impossible it will work immediately - at least to some value of 'work' (might have UI glitches for example.) And if this Legends Viewer is open source, there's every chance it can be modified to work much better.That sounds promising. 8) ('got ninja'd, whatever, leaving this here)
I'll try and take a look at it soon, although it will likely have to wait until the weekend as I'm going away from tomorrow until Friday.
Update: It turns out that PlayOnMac is just another front end to Wine, and that running Legends Viewer is beyond the capacity of Wine, probably due to something called .NET Framework (I've been an Apple user for 25 years, I have no idea what that is beyond "that thing that keeps breaking my hacks"). So, at this point, I'm seriously tempted to buy a gorram junk PC to read my Legends in....Can't say I'm suprised. ;D You might find this (https://play.google.com/store/apps/details?id=cz.zweistein.android.legendsviewer&hl=hu) interesting.
Fricy, I'm patiently waiting for the MacNewbie Pack. I highly prefer the tools you provide in it along with Dwarf Therapist.I'd have preferred it too, but the necessary script crashes DF after the 42.x update. I'll post a link to an updated DT here once it's ready.
Thx for the compliments!
I tagged that commit for now: https://github.com/fricy/Spacefox/archive/40.24-fr.zip, I'll see what I can do about it in the future. My problem with Spacefox is that the original author is gone, and it's becoming unfocused, the recent additions are not really Spacefoxy... I'm not promising to distribute two versions of the same pack, but maybe I'll have some time to maintain two forks. I'll think about what's best.
On the other hand I saw a recent twbt addition (https://github.com/mifki/df-twbt/commit/029a51dd62609319e0265ea61413bd8a18fbc423) that may address your problem. The command should work in 0.9.18.
That sounds promising. 8) ('got ninja'd, whatever, leaving this here)
Forum msg with partial progress (http://www.bay12forums.com/smf/index.php?topic=72702.msg5832031#msg5832031)
Repo fork (https://github.com/fazo96/Legends-Viewer)
Dwarf Therapist 42.03 layout (https://github.com/fricy/Dwarf-Therapist/blob/DF2016/share/memory_layouts/osx/v0.42.03_osx.ini) for manual installOMG you are my new best friend. Thank you.
Is it possible to install mods using this pack? I'm just getting into DF again after an extensive break and previously I always played it on my desktop PC. Does anyone have experience with modding DF on OSX, specifically with this pack? Thanks!More or less: you can put the mod into the LNP/mods folder adhering to the DF folder structure and use the launcher to install it. So the folders should look something like: LNP/mods/superdupermod/raw/objects. Keep in mind that the mod merger function still lacks a powerful raw parser, so if you want to install multiple mods it'll likely fail, and most likely you won't be able to use complex graphics with it (like phoebus, which modify the raws themselves), only ascii based tilesets like Taffer or Tergel.
So, at this point, I'm seriously tempted to buy a gorram junk PC to read my Legends in....Can't say I'm suprised. ;D You might find this (https://play.google.com/store/apps/details?id=cz.zweistein.android.legendsviewer&hl=hu) interesting.
Yeah, he is also the author of Soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0).So, at this point, I'm seriously tempted to buy a gorram junk PC to read my Legends in....Can't say I'm suprised. ;D You might find this (https://play.google.com/store/apps/details?id=cz.zweistein.android.legendsviewer&hl=hu) interesting.
That's *very* interesting, but doesn't seem to work for me. Nor does the developer's website seem to have a contact page. Is he here on the forum somewhere?
I've released a new version for 42.04. Using this version for earlier DF versions may cause issues, so I'd advise against that for now. If anything explodes please let me know and/or post a save.Spoiler: update notes: (click to show/hide)
I changed the DF folder to allow the program to auto-download the new files, and updated to the new DT, and I can play, but I have two issues, and I wonder what I am doing wrong:1: It's intentional, we can't predict when the raws are going to change, and 42.04 added a lot of changes. Best case you you'd be missing some features/animals, worst case your games won't load. Usually you can find updated sets here. (https://github.com/Lazy-Newb-Pack/DFgraphics/releases)
1. No graphics appear in the Graphics tab of the launcher. Refresh does nothing.
2. DT shows all of the dwarfs properly, but cannot change labours.
Is there a better way for me to update my copy?
Edit: the graphics worked fine for the tiles, but not the dwarfs--do I need to change another setting to get them to display correctly? Does that require TWBT?For future reference I think the settings your are looking for is [GRAPHICS:YES] in data/init/init.txt.
Legends viewer is available for mac now? Sweet!
(I've been using a very clumsily-constructed shell script that I wrote to try to parse the legends.xml file into a usable set of files; it's only been partially successful.)
Is the source for this pack online somewhere? I can't find it.
Was there anything specific, or did you mean something else?
Not yet. What would you need?Was there anything specific, or did you mean something else?
I'm just curious if there's a repository somewhere tracking the PyLNP configuration for the pack.
I'm thinking about trying to hack together an auto-update system for PyLNP, and I'm curious what sort of things I would have to work with. I've found the sources for other packs, though, so I'm good for now.
I'm also just curious if it's online somewhere so I can follow the source :)
The truetype fonts option is automatically set to yes when I select ASCII default. If I turn it off, I don't have that problem anymore, but I liked how the truetype font looked ^^.And it doesn't crash with Shizzle in 2D mode and truetype?
Shizzle with truetype works fine, though I prefer the original colors.Thank for the testing. I can confirm that game crashes when using the Dejavu Sans 2.29 font.ttf that Toady distributes, as well as the official DejaVu Sans 2.35 (http://sourceforge.net/projects/dejavu/files/dejavu/2.35/dejavu-fonts-ttf-2.35.zip) package. However it looks like the DejaVuSans-ExtraLight variant works ok. From next version I'll be distributing that file in the package.
I know there are plenty of ways for me to enjoy the game with rectangular tiles and truetype, just pointing out that ASCII default + truetype seems to be the only one to crash.
Version 36.0 is out to support 42.05 and otherwise is mostly bugfixes for the recently reported issues:
- livestock is determined by CAN_LEARN tag, which should allow for setting labor on modded intelligent creatures
- livestock incoming with a migration wave should appear now
- fixed audience job not showing for dances
- fixed gelding for creatures without LOWERBODY
I haven't had much time to test the CAN_LEARN and migrant livestock, so please let me know if creatures aren't showing up.
Have you tried the instructions here (http://dwarffortresswiki.org/index.php/DF2014:Installation#Mac)?Yep, changing PRINT_MODE to NORMAL helped. Thank you.
These delays are really unacceptable. After each DF release, there should be an LNP version available within a week or so--even if it's just a stripped-down version containing only the utilities designed for the old DF that aren't too badly broken by the new one. Updated LNPs can then be released once the maintainers of utilities update their code.
These delays are really unacceptable. After each DF release, there should be an LNP version available within a week or so--even if it's just a stripped-down version containing only the utilities designed for the old DF that aren't too badly broken by the new one. Updated LNPs can then be released once the maintainers of utilities update their code.
I think in Dwarf Fortress/data/init/init.txt, you need to change
[PRINT_MODE:STANDARD] or whatever you have it set to to
[PRINT_MODE:TWBT]
(note that if you run vanilla game without dfhack it reverts to standard if it doesn't recognize the command).