Figures this would come out right as 34.11 is on the chopping block. :P Hoping you update it for the new version when it comes around though.
Figures this would come out right as 34.11 is on the chopping block. :P Hoping you update it for the new version when it comes around though.
I'd suggest you run this bad boy on the latest save file for "The Museum". I think there's 80+ years of Player-made history in there, not to mention some pretty interesting embarks.
This is a know bug - dfhack stores lot of data in fake historical figures in binary format, which then corrupts xml exports. I think it's meant to be fixed in r5, but I haven't tested that yet and it's good to hear it can be addressed on your end too (since exporting from a game without dfhack would keep the corruption).
want to run some 10k's on smaller worlds as well?
It's been a long time since I've used this utility. Are there some instructions anywhere? I have a 'load world' button which seems to be look for a map .bmp file, but when I give it one it doesn't like it. I don't remember how to get started looking at worlds.
EDIT: Ok, got it working. However, I'm finding it very crash-happy on Windows 7. I'd like to upload my files, but that's over 200MB. Is it working for you?
EDIT2: Looks like a null reference exception.
I've been trying the 32 bits version with 0.40.01.
I noticed inside the 32bits directory there's a folder named x64 for some reason and i launch the program i load the map i exported from DF, then the program load the XML (that i had exported too), and crash suddenly with "DFWV has encountered an error..."
I decide to rename the x64 subfolder into x86 and it does exactly the same thing.
It's a small world with less than 100 years of history, played a fortress that i retired and an adventurer on it
screenshot of the program state at the time of crash :
(http://i.imgur.com/igiBlGvs.jpg) (http://i.imgur.com/igiBlGv.jpg)
I still plan on doing a 10k again bt am having trouble genning past 500 years without lock ups
I resolved an issue related to adventurer worlds (and the misplaced folder deal) (hadn't been able to test that enough this release) that might help if you want to redownload (http://dffd.wimbli.com/file.php?id=7851). Let me know if your issues are resolvedThis new version is working for me, it managed to load the map then the xml apparently without a problem and no crashing.
Hey, this works under Mono on Linux except for one teensy bug:
In MainForm.cs, on lines 102-105 and 132, you concatenate paths as if they were strings using '\\' (unescaping to '\') as the path separator. On Linux, the path separator is a _forward_ slash '/', and thus it looks for the _file_ parentdir\filename in those cases (and fails, unless you humor it and name a second copy of the files accordingly).
If you use Path.Combine( workingFolder, tempName + <per-file-suffix> ), it'll Just Work regardless of OS.
Great tool! This makes adventure mode 100x more playable. I've got one question though. Is it possible to filter sites on the map based on type? Mainly I'm after filtering the neutral sites, to only display ruins (ie. abandoned hamlets, hillocks, towns, forts etc). It'd be useful to be able to filter out a lot of the noise you get from the various other neutral sites.
I have this working as well. Great!
I have one little confusion to report so far. When someone marries an 'unknown creature', presumably a non-historical figure, they are listed as having married themselves. I guess that's ok, but it made me look it up just to figure that out.
Nah, nah, I get it now, it just has no target for the event. Makes sense now. Might be nicer to say that the target is unknown.
...some story generation ideas I've had.Please, do tell us more.
I have noticed this doesn't show elf populations right, Legends viewer is what i have been useing to find the real population of them if it doesn't crash.
Its pretty good though it needs to show Civ statics and something easier for finding megabeats, nercomancers and other fun stuff.
Theres alot of information that just needs to be displayed alot better.
Found out that goblin fortresses get 10k population pretty quick on any world they're on even with goblin maxage set to 30-50
I did like how they kept changing their leaders every few years if the demon died.
...some story generation ideas I've had.Please, do tell us more.
If you have some specifics about layout I'd be glad to hear them. I mostly play fortress mode so what is most interesting to someone who plays a lot of adventure mode might not be obvious to me.
<snip>
I like your layout suggestions, all of that is definitely do-able and now on the short-list. Thanks.
<Progress!>You able to use a different font and colour plus some more space for the race?
<Progress!>You able to use a different font and colour plus some more space for the race?
I didn't know what you were referring to by the numbers on your example, birth/death?
Yessss..... It's almost unbelievable how much more information that screen conveys just by adding the second and third columns.
First one was if they were 1st or 49th queen just to give some order second one of when they took it so you get a feeling of how many years they held it for and when.
Could you do colour for the sites types?
At least do something so its easier to read the info then just all the same text and colour at some point.
How bout this for the groupings along the left?Looks much better though i would like a different font or it being bold to stand out from the other text there.
Looks much better though i would like a different font or it being bold to stand out from the other text there.
For the site one could you get it so you can sort it by type and population and something to point out where the Leader is ruling from.
Just need to add in small thing for population by top 5 sentients could do a more detailed population count under Enity population for everything other then intelligent.
The leader one just needs to also say their gender maybe merge the race with it so its like Female Human or male human instead of humans.
I'm not sure what this is saying "Just need to add in small thing for population by top 5 sentients could do a more detailed population count under Enity population for everything other then intelligent."Just somthing to show the Total poplation and the races that make up it up.
I'm not sure what this is saying "Just need to add in small thing for population by top 5 sentients could do a more detailed population count under Enity population for everything other then intelligent."Just somthing to show the Total poplation and the races that make up it up.
Quick question: what would be in the zip file to include everything World Viewer can use?
For Legends Viewer it's the XML, sites/pops txt, history txt, and a map; but I can add more with the porcessing script since additional files are just ignored without error.
Here's a bit of a teaser for the new stuff I've been able to pull out of legends mode using DFHack:That's... wow. I can't even find words to explain how sweet that is.Spoiler (click to show/hide)
Glad it's working well for you guys now.Ah, uhm, when trying the 64bit version on Linux I get this error:
Made a few tweaks as suggested/requested:Hey, this works under Mono on Linux except for one teensy bug:
In MainForm.cs, on lines 102-105 and 132, you concatenate paths as if they were strings using '\\' (unescaping to '\') as the path separator. On Linux, the path separator is a _forward_ slash '/', and thus it looks for the _file_ parentdir\filename in those cases (and fails, unless you humor it and name a second copy of the files accordingly).
If you use Path.Combine( workingFolder, tempName + <per-file-suffix> ), it'll Just Work regardless of OS.
Awesome. Got it, and fixed.
Looking forward to the new maps! I'm wondering if it would be possible for us to change the tileset used to draw? I have a bit of trouble understanding the graphical tilesets as I play with largely clean ones.
EDIT: It would be very interesting to see how things like volcanism influences the underworld regions.
Ah, uhm, when trying the 64bit version on Linux I get this error:
err:process:start_process L"Z:\\mnt\\6A0F06C454D4F476\\games\\df\\64bit\\DFWV.exe" doesn't have an entry point, it cannot be executed
May that perhaps be related?
(The 32bit version gives me this instead:Spoiler (click to show/hide)
Ah, I see!Ah, uhm, when trying the 64bit version on Linux I get this error:
err:process:start_process L"Z:\\mnt\\6A0F06C454D4F476\\games\\df\\64bit\\DFWV.exe" doesn't have an entry point, it cannot be executed
May that perhaps be related?
(The 32bit version gives me this instead:Spoiler (click to show/hide)
At a guess, you're trying to run it in Wine? That's not necessary - It's a .NET program, which means it's compiled to a bytecode representation instead of native code (the bytecode is for the "Common Language Interpreter", or "CLI") which Microsoft in its infinite wisdom decided to embed in the PE format and name .exe like regular executables. Run it with "mono" instead, as "mono DFWV.exe"
C#/.NET is basically Java, with all the branding sharpied over - just like you'd run a java program with java -jar <file>, you run .NET programs with mono <file> (on Linux, at least)
Ah, I see!Ah, uhm, when trying the 64bit version on Linux I get this error:
err:process:start_process L"Z:\\mnt\\6A0F06C454D4F476\\games\\df\\64bit\\DFWV.exe" doesn't have an entry point, it cannot be executed
May that perhaps be related?
(The 32bit version gives me this instead:Spoiler (click to show/hide)
At a guess, you're trying to run it in Wine? That's not necessary - It's a .NET program, which means it's compiled to a bytecode representation instead of native code (the bytecode is for the "Common Language Interpreter", or "CLI") which Microsoft in its infinite wisdom decided to embed in the PE format and name .exe like regular executables. Run it with "mono" instead, as "mono DFWV.exe"
C#/.NET is basically Java, with all the branding sharpied over - just like you'd run a java program with java -jar <file>, you run .NET programs with mono <file> (on Linux, at least)
I've only been a year fulltime on Linux and hadn't had to use wine or mono-ran programs at all in that year.
It's only DF applications that need that, so thanks :)
Yes it did :)Ah, I see!Ah, uhm, when trying the 64bit version on Linux I get this error:
err:process:start_process L"Z:\\mnt\\6A0F06C454D4F476\\games\\df\\64bit\\DFWV.exe" doesn't have an entry point, it cannot be executed
May that perhaps be related?
(The 32bit version gives me this instead:Spoiler (click to show/hide)
At a guess, you're trying to run it in Wine? That's not necessary - It's a .NET program, which means it's compiled to a bytecode representation instead of native code (the bytecode is for the "Common Language Interpreter", or "CLI") which Microsoft in its infinite wisdom decided to embed in the PE format and name .exe like regular executables. Run it with "mono" instead, as "mono DFWV.exe"
C#/.NET is basically Java, with all the branding sharpied over - just like you'd run a java program with java -jar <file>, you run .NET programs with mono <file> (on Linux, at least)
I've only been a year fulltime on Linux and hadn't had to use wine or mono-ran programs at all in that year.
It's only DF applications that need that, so thanks :)
Just for future reference did this fix your problem? If so I'll add it as a note in the OP for linux users. Thanks!
I have a small request for this app. Would it be possible to count the populations of all historical figures according to species? It would be nice to know if those histfig pop numbers get out of whack.
For example, I believe in DF2014 that goblin histfigs, in spite of the high numbers of goblins in the abstracted population, tend to have very low populations compared to the other civilized histfigs. This leaves almost all the goblin dirty work in world gen to descendants of kidnap victims of other species.
Whether that's a bug or a feature is hard to say, but in any case it would be nice to have proof of whether these numbers are low, or just seem low.
If I'm not mistaken that's covered by the same update that made this work with the new DF version:
If I'm not mistaken that's covered by the same update that made this work with the new DF version:
Is it possible to see how many of those histfigs are dead?
It doesn't happen every time, but in many of my worlds, when I look up a goblin name like 'amxu', I find that goblins are outnumbered 10 to 1 compared to elves, humans and dwarves. Before I commit to a world, it would be nice to make sure it's nice and balanced.
Not easily, The best you could do is filter by race, and then by dead or not using the filter button at the bottom of the historical figure list, but that only gives you a list, not a count. Since there are a million types of things people could want to filter on I'll work on a way to easily see how many objects are in the list when you add a filter.
EDIT: Also, what is the official way to know what version of world viewer I'm using/downloading? Do you just update the file version number on DFFD? Checking on the exe file properties just says 1.0 while in DFFD it's given as 1.6.
I'll make sure it's included in a visible place on the next update, and is consistent. Thanks for the heads up. For now just referring to the version number on DFFD is best.
EDIT: Ok, one more thing! World viewer crashes on this world generated in 40.05 (http://dffd.wimbli.com/file.php?id=9186). Maybe something changed?
Thanks, I'll check this out ASAP.
I'm betting it's some of the many raw and language changes in 40.05 causing the error.
In the Races tab, are the populations listed only for historical figures, or is it adding up the population from each site? Because it usually lists there being 0 trolls, but looking at individual sites there are tens of thousands.
Dumb question, but is it possible to figure out the Emblem of a given entity from the legends xml? I know that they have them ingame, but outside of Engravings and the Historical maps (and invader's armour)I can't seem to find them anywhere...
Awesome program, really like it a lot!
Am I the only one that had it crash while playing back the timeline (so a good deal into it), though?
Should I upload the necessary world files for that (created with 0.40.06; also I'm on mono)?
The bridges and stuff you showed here: http://www.bay12forums.com/smf/index.php?topic=128932.msg4426698#msg4426698
They do not require extra info from dfhack, or do they (think not, otherwise this "for DF 40.0X" thread would not be entirely appropriate for it atm, eh)?
Is that only available in your current build version?
Dumb question, but is it possible to figure out the Emblem of a given entity from the legends xml? I know that they have them ingame, but outside of Engravings and the Historical maps (and invader's armour)I can't seem to find them anywhere...
Hmmm, not sure what you mean by emblem, where do you see it in-game?
Please do upload the files it would help me find if it's a bug, I've never had the timeline crash but because of how many factors are involved I could have certainly overlooked something.
Dumb question, but is it possible to figure out the Emblem of a given entity from the legends xml? I know that they have them ingame, but outside of Engravings and the Historical maps (and invader's armour)I can't seem to find them anywhere...
Hmmm, not sure what you mean by emblem, where do you see it in-game?
These:
(http://img.ie/krmt0.png)
(Image spliced together from Historical Maps in legends mode, and two engravings from fort mode, which, of course, also show up in legends mode.)
As you can see, the symbol for Gizzard stones(which I did not know at all DF had, but okay) is the same circley symbol as used for ant-nests. It's used in the historical map to mark territory for that civ.
I was wondering if it's possible for world-viewer to give us the text-description of said symbol somehow, though I understand this may require looking through the existing art.
Check out the screenshots belowDon't you mean above? :P
Check out the screenshots belowDon't you mean above? :P
I went through last night and updated my legends exports processor (https://github.com/PeridexisErrant/LegendsExportsProcessor).
The new files follow a more consistent pattern: "regionX-YYYY-MM-DD-$item"
The year, month, and day fields are zero-padded, so it'll always be the same string length. For site maps, the $item is "site_map-$number". The region map tokens are mostly the same as before, though the combined biome+elevation map has been renamed from "world_graphic" to "detailed". "world_map" (tileset map) remains the same.
The only exceptions to the pattern are "regionX-world_gen_param.txt", which does not change with date, and the various color key text ($thing_color_key.txt) files which are region-independent.
Yup, this is due to the file name changes in the most recent version. I had intended to put out a release to address it before Toady implemented it but life got in the way.<bump>
You can wait for that update (should be today hopefully) or you can rename the files and it'll work
I made this to copy the files to the old format, and WorldViewer (and old version satelite map maker too) worked fine for me. Your results may vary.
[...]
exports_new2old.pySpoiler: exports_new2old.py (click to show/hide)
What exactly do i need to plug into this? I've used the legends export processor in the starter pack but everything i've tried in user generated content says no basic map image. exportlegendsWV is unrecognised by dfhack as well.
I'm just working on the long-overdue config for World Viewer in the starter pack, and have a couple of suggestions: include a script to automatically launch the correct (32/64 bit) version, and some upgrades to exportlegendsWV.lua.Spoiler: DFWV.bat (click to show/hide)
exportlegendsWV.lua has a couple of issues, and a few ways it could be upgraded.I'm happy to attempt these fixes and upgrades, if you're OK with it, and get it into the standard DFHack library in one of the forms I listed.
- xml filename should contain the date of the world as of export, since it contains info that changes over time
- DFHack code should use spaces instead of tabs (style issue only)
- This could be integrated with exportlegends itself and included in standard DFHack
- Or even better, changed to run whenever the xml is exported in any way
Spoiler: some code changes (click to show/hide)
I am having a crash during the world loading, and I have a strong deja vu like I've had this exact crash a long time ago last time I used WV. Maybe I did something wrong.
I used the exportlegendsWV script to export all that stuff with dfhack. But it's not loading in the 64 bit version. This is a new large world.
EDIT: Both 64 and 32 crash after the 'Historical Event Collections Processing' message.
Here is the save file that crashed WV. (http://dffd.bay12games.com/file.php?id=10543)
Is there a more up to date exportlegendswv.lua file around that I've not seen the posting about? Searching on "assumed_identities" in this thread produced nothing. Yay for github.
I've fixed it myself, but I thought maybe I just missed something. *later... I need to his POST faster* Woo. Completed operations. Yay for corrections.
Items changed:
*PE's changes implemented
*As I had a full 'exportlegends all' I changed the dfhack_run line from "exportlegends info" to "exportlegends" so it wouldn't rehash old ground.
*assumed_identities->identities
Awesome!
About the massive upgrades to exportlegends - do you mind if I get it into the standard DFHack library? (I'm assuming it's "finished" for now, and you don't mind me removing the print(date))
And I assume the filename is now stable, so I can build support for it into the PyLNP's legends export processor?
Hello,
I've been exploring a few worlds with the current version and i've got a lot of fun.
I noticed a very minor problem, " humans " are called " humen " apparently in that latest version, i'm not an english speaker but i doubt " humen " is correct.
This brought me down the rabbit hole.Any progess updates? Looking forward to a new version.
So I'm pulling the race names out through the raws directly now (through DFhack) so that humen/humans thing is resolved. That led me to the problem of forgotten beasts, and I fixed an earlier assumption about race names, so now they're distinct. I also wanted to be able to differentiate them so now every race (well every caste within each race) now has a description as well:Spoiler (click to show/hide)
As you might notice this has the population wrong (there's gotta be one right?), so I went digging into the population info, and realized that the info from the world-sites file is lacking. So I dug into some raw data about that. Turns out population is stored based on region and race, so now regions have their population listed as well:Spoiler (click to show/hide)
There is some weirdness around the "Unnumbered" things, but this seems pretty accurate. Last things to do is rectify the castes from the original XML with my more detailed castes, and handle total populations and I'll do an update. Good bug report!
Can I use World Viewer to check the historical population of a site? I've got a site with 19 Dwarves (the last of their civ) and I want to see if they're in decline or if this is an improvement over a hundred years ago.
Closest I can trace the history so far is through the 5 historical figures who settled here 150 years ago, but they all died over the following 5 years leaving a pretty big dark age.
I was looking at World Viewer to handle the legends in a YouTube series I'm starting soon but I keep running into issues with it. I'm using PeridexisErrant's Starter Pack 40.24_r20.
If I process the files using DFHack 'exportlegends' and go to the game root I can load in the files OK.
If I then run 'Process Legends Exports' from the Starter Pack and then open the zip file up nothing happens but an archive folder is generated with the files in the ZIP expanded. If I try to use the expanded files I get an error message saying 'Couldn't find basic map image.' I think the fact this is now a PNG rather than a BMP is the issue.
If I change the save folder name then it simply won't work no matter what I do. It seems to need the 'region[number]' format. I get errors such as 'Files cannot be found...' and then instructions to look at the txt file.
If I go back to the original folder settings, process the images, and then copy all the BMP files etc into another area it will open them up. If I replace the large BMPs with PNG files then it can no longer find the basic map image again.
I don't think the program knows how to play with the changes made by the starter pack yet it says it accepts both ZIP and PNG files. But when testing it only seems to work if it uses BMP files.
Thanks
Das
Two questions:
- Is the included lua script fully replaced by this one? (https://github.com/DFHack/dfhack/blob/master/scripts/exportlegends.lua) If so, can it be taken out, and any further work go on DFHack directly? (I'm happy to facilitate this)
- Can we get separate files for 32 and 64 bit, so PyLNP doesn't get the filenames mixed up?
Lots of new events and event collections. Interesting stuff. Should be even more interesting when I can mess around with DFHack. I have tomorrow off so I'll get an update that works with the regular xml export, and then look at the status of dfhack.I'm looking forward to the update!
So a few things. As far as I know PeridexisErrant's pack doesn't have DFHack, if it doesn't have it I wouldn't try to force it. The process exports isn't used by WorldViewer.
I just started working on handling the 40_24 changes, I should have a good update tomorrow. Is there a working DFHack with the newer version?
Two questions:
- Is the included lua script fully replaced by this one? (https://github.com/DFHack/dfhack/blob/master/scripts/exportlegends.lua) If so, can it be taken out, and any further work go on DFHack directly? (I'm happy to facilitate this)
- Can we get separate files for 32 and 64 bit, so PyLNP doesn't get the filenames mixed up?
I'm looking forward to the update!
My pack usually has DFHack, but as it's not available for 0.42.xx (and probably won't be for a few weeks) the 'unstable' version doesn't have it yet.
It would be nice if World Viewer handled images in .png format and archives with any name.
@Das123; we do our best but not everything is compatible. Try Legends Viewer; it's more liberal in what it accepts.
The lua scripts are very similar; the one I linked is the latest version of exportlegends. It includes your extra XML with every export. Stripping all the trailing and leading space and empty lines makes it pretty easy to tell. If at all possible, it would be great to just use the version that comes with DFHack - easy to install and so on.
Currently there's one download, with subfolders for 32bit and 64bit. It might be helpful to host these as standalone options, so users can only download the one they want.
My pack usually has DFHack, but as it's not available for 0.42.xx (and probably won't be for a few weeks) the 'unstable' version doesn't have it yet.
It would be nice if World Viewer handled images in .png format and archives with any name.
@Das123; we do our best but not everything is compatible. Try Legends Viewer; it's more liberal in what it accepts.
Having trouble seeing the whole window on my laptop monitor (1366x768) and as there's no scroll bars I'm losing the right side and the bottom.
Don't think the previous release was like this.
I have a question. What does it mean when the population of a race is unnumbered?
I know how to use it, I just wanted to see if I could find out how many descendants Yonali had.
EDIT: The download link is broken. It just opens the forum topic in another tab.
Nice that you have kept going with it.
Some suggestions for a few things.
- Gods should be sorted by Civs like Races for Civs. Also needs their gender and race.
- Civ screen would be nice to know if they're dead.
- Leaders needs something to sort it out as well instead of alphabetical. Might do that for Civs the ranks as well as descending in order from the first one to the last maybe even put their reign in there. Either that or a more complex view.
- Sites, good to group them by type.
- Race should be sorted into groups, Civilization Dwarf, elf, human etc. Then animal people might also do it so they're sorted into playable and unplayable for adventure.
- Entity might also be good to sort them by their types. There's also an error when selecting religion groups
Anyway to get musical forms and other things out of the xml?
I think animal people just need to be apart of a Civ's population. Would also be helpful to display a Civ's total population of sentient members, could just do the number and then % if space is an issue. Not that clear when a different entity type starts. The filter is also a bit confusing, pretty hard to tell what it does or how to use it correctly. Also might be good to have something to explain things like why some HF names are red and others blue, that appears to be gender but its rather confusing mainly due to going through links and not going back to the first one.
Its great to have all this information its just sometimes hard to tell what's what in some of the areas.
PSA: exportlegends.lua is not only available again in DFHack, but has several contributors adding further information to the legends_plus xml export.
@Mason 11987 - I strongly recommend ensuring that the DFHack version has all your changes, then ceasing to distribute it to avoid users downgrading their installed copy. Further development can happen in the DFHack repo!
Still around Mason?
This version reincorporates support for additional data from DFHack. Included is a replacement exportlegends.lua file for the one that comes with DFHack.What does it change? Is it something that should be incorporated into the DFHack version?
What does it change? Is it something that should be incorporated into the DFHack version?
Hi all!I'm heavily interested in getting this info in separate XML for auto generating signatures for map based on isoworld export. Can somebody help me?
Just released version 2.5.0 for df 44. Download (http://dffd.bay12games.com/file.php?id=11454) (32-bit (http://dffd.bay12games.com/file.php?id=7851))
This version reincorporates support for additional data from DFHack. Included is a replacement exportlegends.lua file for the one that comes with DFHack.
Gives details about:
- Buildings
- Site Buildings