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Messages - Warmist

Pages: [1] 2 3 ... 75
1
Yes, but negligibly, the main issue here is activities (storytelling, poetry etc.) with dozens or even over a hundred units involved

Did you see what I asked?

Yes. Putnam and other people have been talking about this for (approx) 5 years if not more.

Edit: to be more precise this usually was talked about in dfhack contexts (i.e. dfhack irc or discord)

2
I'll probably help.

It's interesting to see how much the renderer has changed and how better/worse this will work and look.

3
Other Games / Re: Starbase: Space-engineers type MMO
« on: August 05, 2021, 05:48:12 am »
Was very pessimistic but somehow this game hooked me. It seems that there is a lot of content further down and probably you need to have friends/company for best experience. But i love hacking together a ship that i can call my own (will probably cry when i leave safezone and be destroyed/crash into asteroid)

4
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: April 26, 2021, 11:22:52 am »
Huh... Last time i tried the data breakpoints worked okay. Though yeah the randomization is a pain. Last time i did this i went the other way around. From the i think "logic" vmethod of main screen search for anything that acceses the data (in my case it was world->sth->sth) and it was only a few hits. Though i imagine finding what modifies tiles would have a lot of hits...

5
Theoretically this is almost possible with dfhack. Practically this would be a huge project. The idea would be to generate same world and then if you want to "merge" the world you would resolve id conflicts. Or you could try doing that each time anything takes an id. Probably easiest would be to binpatch df itself though...

6
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: April 14, 2021, 12:55:26 am »
My 2 cents: while i love 3dveins, i would love to have more variety of vein generations models. One of the top of my head and easy to implement: biased random walk. You could set a cluster center and random walk with some "gravity" towards center (or if you want a tighter cluster, some spring force).

As for the issues here: easiest way to 'fix' them would be to place everything you can and then report what you couldn't. Imho few lost diamonds are not that big of an issue.

7
Reviving, because fixed the script somewhat:  here

Though see caveats here: here . TL;DR: no guarantees, might brick your save, did only minimal work for this to "work".

8
So, my problem was a lack of understanding of gui/gm-editor, I thought it was only used for editing unit personalities and things like that.
Ah, you might have been thinking of gui/gm-unit. They have similar names, but gui/gm-editor came first.

Quote

Yeah it was supposed to be a suite of "Game Master" tools for editing everything like you would be in DnD or GURPS pen and paper rpg.

9
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: February 04, 2021, 06:39:28 am »
Okay so i feel that there is a misalignment of intentions. It seems to me that most people read about this and think: ah it sounds cool, shame the server is offline so i can't test it out. Where as I intended this to always be a way for you (dear viewer) to host the server for your friends and give me ideas on how to better evolve this forward.

This is an issue as I would not be against to running a server however i'm not very active in DF anymore (or currently?) and spend most of my free time leveling my Apex skillz. Also i haz no server. So any thoughts on how to proceed would be welcome.

10
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r4
« on: January 09, 2021, 02:53:28 pm »
I've been wondering (and can't find it with searches) if anyone knows of a way to measure the pathing distance between two cursor locations in fort mode.

I don't think that there is one. However there is a quick way to do "Is this reachable" check.

11
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: December 14, 2020, 06:26:02 am »
Ah another thought i had relation to 1st question: it might be useful to implement the core in c++ just because of performance as it would be probably walking over many units and checking their actions each tick as action are shortlived and need to be as up-to-date as possible.

12
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: December 13, 2020, 07:10:07 am »
Couple questions

1. I am looking into adding new features into the eventful plugin, but am wondering how reasonable that is, in particular a call to check for unit actions. Currently I use a script that uses a custom eventful call in my scripts that I got from one of Putnam's scripts but was thinking that it would be more elegant and more useful to other modders if it were to be added into the actual DFHack eventful plugin. I am currently looking at the plugins/lua/eventful.lua, plugins/eventful.cpp, and library/modules/EventManager.cpp for an idea of how I would go about this and I think I understand how the current calls are working, but my question is, before I do too much more work thinking about how to add new calls, is this something that can be done? From what I understand it is, but just wanted to make sure that there wasn't something I was missing that makes it not possible.

2. I want to update my old journal/detailed unit viewer to my new set of scripts. My previous iteration used the "In-game UI library" from the dfhack lua api page extensively. Just wanted to double check that that was still the "correct" way to add custom screens?

3. Is there a list somewhere of what people are working on for DFHack? I know everyone has there own set of scripts and such in lua and various mods, and can submit pull requests about anything they are working on, but I was wondering if there was a central list of things people are looking to add to the core DFHack repository, just in case there is something I think I would like to add, it would be nice to know if anyone else was working on it.

1. IIRC this would be probably added to evenmanager and then to eventful. EventManager has the infrastructure for "every n ticks check this thing" which would be the way to go with this. Eventful itself adds vmethod based callbacks. Though if it's some ease of use script thing it may even live in eventful.lua.

2. Yup. Use as far as possible in inheritance. IIRC usually widgets?

3. I think usual convention is [WIP] marked pull-req in github.

15
DF Modding / Re: Ways to lock doors on Adv mode? Scripts on DFhack maybe?
« on: November 20, 2020, 09:04:40 am »
Code: [Select]
--locks door at cursor
local cursor=copyall(df.global.cursor)

local door=dfhack.buildings.findAtTile(cursor)
if door and df.is_instance(df.building_doorst,door) then
door.door_flags.forbidden=true
door.door_flags.pet_passable=false --optional
else
if door then
qerror("Not a door at cursor")
else
qerror("No building (esp. doors) at cursor")
end
end

Save as "lock-door.lua" in hack/scripts folder.

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