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Messages - Smak64

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1
Curses / Re: Undefined Reference
« on: February 09, 2018, 07:20:38 pm »
If nothing else, it's a direction to look in to figure out what I'm doing wrong. Thank you.

I'll go grab 4.12.07 again and see if I can get it crashing. I know for sure it wasn't car chase related though, because I had it happen on both assaults on a site (Running and gunning, so to speak) and sneaking around stabbing people in the back. If you don't set off a full alarm, then you don't get a chase, so that's where I rule it out.

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Curses / Re: Undefined Reference
« on: February 09, 2018, 05:01:29 pm »
Thanks for replying to begin with, wasn't expecting to get any response.

I'm working with the source code packaged in version 4.12.5 of LCS, and using version 34 of pdcurses since there's a pre-compiled version and I couldn't figure out how to compile one myself either.
I've tried using visual studio community 2017 as well, which gets a step further, but then throws up a LNK2001 unresolved external symbol. So I've gone with code::blocks because on the bright side it's honest enough to just say it's borked rather than pretend it's working.

As to why I'm working with an old version, there's 2 reasons.
1: I was having trouble playing 4.12.07. Sometimes when leaving a site (particularly after stealth kills) or at the end of a month the game would just crash. I haven't tested 4.12.08 yet, so maybe that issue with names was causing it.
2: Doing small modding for my own amusement, really. Small stuff like adding in a few types of drugs into loot.xml, as well as used needles, and then both making the drugs really rare loot at the crack house (mostly just used needles) and changing the "The squad found some drugs" result from the CEO's safe actually give you loot drugs rather than doing nothing.

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Curses / Undefined Reference
« on: February 09, 2018, 08:44:52 am »
Heya. Sorry for starting a new topic about this when there's like 50 other on compiling (though they're old and I don't want to necro), but I've been trying to figure out how to compile LCS on windows for about a week, and I've finally hit this step.
pdcurses is installed.
I've changed it from -lncurses to -lpdcurses.
I'm using code::blocks with mingw

While I've finally stopped getting "cannot find -lncurses" from my own stupidity, I'm now just getting 50 cases of undefined reference in the first file. I've been looking around online for a solution regarding pdcurses, but the only solution I've found is to check that I've put pdcurses in correctly. Which I've done three times now, and I've been getting this error over and over.

I don't know what to do. Can someone who's compiled and run into this error, or just someone who's used pdcurses before and had the error, tell me how you managed to solve it please? I'm honestly desperate for an answer at this point.

4
Dear Urist. All of you.

The common bedrooms have been covered in badger blood for the past four years. I have assigned a few of you to work solely as janitors. Yet, for some reason, the walls remain covered in badger blood.

Are you seeing the problem here yet? Because as of today, it seems as though you still don't. Allow me to clarify.

FIVE OF YOU STUPID BUGGERS HAVE NOTHING BETTER TO DO THAN CLEAN THE PLACE! YOU IDIOTS MISSED A SPOT THAT HAS BEEN SITTING THERE FOR FOUR YEARS, THAT YOU WALK PAST ON A DAILY BASIS! WHY HAVEN'T YOU CLEANED IT UP!?

Sincerely,
A dwarf with sense and reason who has been surrounded by morons who stink of badger blood for the past four years.

5
DF Suggestions / Re: Better human architecture
« on: June 01, 2016, 06:23:06 pm »
Well, seeing as how shops and taverns can contain furniture, this does mean it's possible to create buildings that are furnished by default. Toady's probably working on implementing something along the line of unique/more building types when he focuses on expanding towns and cities.

Though, an ability to create/change building designs for civilizations would be nice, give them each and expansion to their perceived personalities.

6
DF Suggestions / Re: Adopts_Children as a tag
« on: June 01, 2016, 06:19:37 pm »
The tags for speech and utterances can already be manipulated with syndromes, which means they can vary across individuals.  That means there's definitely no need for a whole new caste.

Well alright, that's something I hadn't known. I just took a shot in the dark with the caste option not knowing how strong syndromes can be. If they can be manipulated with syndromes, then that's definitely a better way to go on it.

As an aside, does that mean it's outright possible to make a poison that destroys the victim's ability to speak while it's active?

Treat it like a secret, with a in-built (unless they have a poor grasp of speech and emotion themselves) parents desire to teach their children (or convince someone else to) this and bam hey presto a functional member of society that can interact positively with other dwarves, make friendships and maybe even fall in love.

> Dwarven Naturist (/critical thinker/other?) Urist Aarticulate apprentices the adopted kobold Urist Kneelneesi

> Dwarven Naturist Urist Aarticulate divulges the secret of 'dwarven language!' to the adopted kobold apprentice Urist Kneelneesi

As an aside entirely, what about a flat option to teach language to utterances creatures through the animal menu? If they're captured, then the ability to train them in some way becomes possible. Seeing as animal trainers would be used to dealing with creatures of an innate hostility towards them, then their experience could be useful to calming them and uh, ahem, "opening their minds" to the possibility of learning dwarven language and values that would integrate them into society.

Or perhaps just flat out conversion. Capture some elves, keep them in a uh... "culture school" which discusses the finer points of the practical usage of nature as well as apprenticeships in the logging industry. Or maybe just flat out slave labor their ability to create wooden objects through means non-harmful to the tree and then sell them to their kin without them knowing its source.

7
DF Suggestions / Re: Adopts_Children as a tag
« on: June 01, 2016, 08:17:42 am »
What about a possibility to teach language to adopted creatures that have the [UTTERANCES] tag?

Yes, I'm talking about capturing invading kobolds and then adopting and raising them. I'm not sure how it would fully work, aside from maybe changing them into a caste that is otherwise identical aside from being able to speak, but it's an idea.

8
DF Adventure Mode Discussion / Re: Best Misc. Weapon for an adventurer?
« on: January 31, 2016, 01:16:02 pm »
From personal experience I've been finding--oddly enough-- a barn owl corpse to be pretty powerful.

I don't even know why I started using it. I was playing a goblin adventurer, killed a barn owl, and just decided it was my new weapon.
Whenever someone gets hit over the head with it, it ever drives the skull through the brain for a kill right then and there or chips the skull and knocks them out.

9
DF Modding / Re: How to disable labors for a playable civ?
« on: January 06, 2016, 01:23:49 am »
I can say for sure it's possible. I homebrewed a mod that allows elf fortresses (Because irony and the ability to cause self-inflicted magma demise.), and my biggest problem was trying to figure out how to get the little buggers to chop down a tree.
But in the end, they did.

Restricting labors can be done by removing the relevant [PERMITTED_JOB] entry in the entity file. For restricting farming, you'd want to remove [PERMITTED_JOB:PLANTER] from the civ you're creating. This means that this civ will never be able to create farms, nor will they be able to gain skill in Farming (fields) as they aren't allowed to do it. However, since [PERMITTED_JOB:HERBALIST] is still in, they can harvest whatever plants they please.

10
Curses / Re: Great RNG Names You've Gotten
« on: December 19, 2013, 07:54:02 pm »
Well, I did encounter a place in the Downtown District named Hooker Garment Makers.

P.S. Sorry if bumping an old topic, I just posted because I felt that was worth sharing, and I didn't check the date.

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