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Messages - Kaos

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1
Use the tasklist command to find what the processes are.
just in case someone else run into this: winXP's task manager by default doesn't show the column PID, you have to enable the extra column on view->select columns...

after doing that I was able to check for the PID that DT was throwing, and indeed I had two "Dwarf Fortress.exe" processes running, the other one wasn't visible on a windows, I must have missed it when I checked the list by name... as how it got there, probably when I was attempting to get a win32 version to load, probably a memory remnant from the win32 non-XP version I tried to run...?

DT is working like a charm now! thanks Clément! =D

although it still throws the "memory layout" and "version check" errors when first loading the app... they do disappear after a while and do not show when "reading" again...

2
I get these I get a 'creating SSL' Memory Layout Error and Version Check Error. I'm using a lightly modded DF 44.09 install. Everything seems to be working fine. Any ideas why and if it is a problem?
A firewall issue? You can disable the updates in the options if it annoys you. I am publishing new releases for memory layouts anyway.

thanks Clément!! this one works on XP, but it gives an error that I'm running mulltiple DF processes, which I'm not... asks me to select an instance: 5636 or 4564, selecting neither does anything the later gives some memory layout errors... I'm running DF 44.09
Do you have another window whose title is "Dwarf Fortress" (e.g. a file explorer window with your DF directory)? I remember having this issue with win7 when I started fixing the 64bits support but it supposed to be fixed.
no, I'm also getting the ssl and version check errors...

3
That's not Clement's fault, or anything he can do about it, it's the nature of the compiler/etc dropping XP support.

Discovered that myself, a little while ago. Never got around to developing a way round it myself (I have a faithful XP machine, kept offline, that I do things on like DF alongside well things that I find more awkward on other platforms at my fingertips), though I keep on intending to do my own porting.

I tried back-pedalling various versions of DT distributables myself, and it went a bit further back than I found useful for 0.44.x DF. What worked for you?
yes, I realize it's not the current mantainer's fault, from my own research it seems to be some libraries that Visual Studio includes by default which are no longer XP compatible...

I was using an old version of the LNP...  40.19... not sure what DT version it had...

so far with the latest Starter Pack I had to make sure to download the win32 version of the pack and then download the win32 version of DF from the main site and substitute it for the one in the package which didn't seem to work... I got DF running from the pack, now trying to get DT to work too...


As I said before, it is a matter of using an older version of Qt (5.6 works with XP), and the right compiler. And I've just discovered there is an optional MSVC2015 component for XP support.MSVC2015 (v140_xp) 32bits build with Qt 5.6Tested in a WinXP VM.
thanks Clément!! this one works on XP, but it gives an error that I'm running mulltiple DF processes, which I'm not... asks me to select an instance: 5636 or 4564, selecting neither does anything the later gives some memory layout errors... I'm running DF 44.09

I get these I get a 'creating SSL' Memory Layout Error and Version Check Error. I'm using a lightly modded DF 44.09 install. Everything seems to be working fine. Any ideas why and if it is a problem?
me too...

4
I downloaded the win32 build but it says it's not a valid win32 app when trying to run on a winXP(*) PC, older versions still work fine...

(*) actually I'm running a Windows Embedded POS Ready 2009 install, it's basically WinXP with extended support until 2019...

5
DF Gameplay Questions / A Cure for Insanity?
« on: October 24, 2015, 10:23:22 am »
It just occured to me: could an insane dwarf be cured of insanity by being infected by a were-creature curse and turning during the full moon and back into a fully healthy, sane dwarf?

I'm thinking about exploiting the ability that were-curses have that the dwarf could even have missing limbs but they regrow on transformation... does this work for insanity too?

6
DF Gameplay Questions / Re: Egg Fertilization
« on: November 03, 2014, 10:46:22 pm »
Of note with eggs:

•The first clutch laid by a female will usually be infertile.  Make sure that the first batch of eggs is always collected for food.
Not really, you probably had bad luck with gay animals...

Quote
•The first clutch laid after a successfull hatch will always be infertile.  Make sure that at least 1 batch of eggs is collected between hatches.
At all, this most likely is due to achieving an animal cap, try reducing your animal population...

Quote
•Eggs take about 6 months to hatch (200,000 ticks).  If they go any longer than that, they are infertile.  Sometimes eggs just are infertile, so more than 1 batch will need testing.
The only ways eggs are infertile is by not having two straight animals of opposite genders on the map or reaching the population cap

Quote
•All animals have a roughly 25% chance of being sterile.  Sterile females will lay eggs, but they never hatch.  Fertile females cannot lay fertile eggs if the only male on the map when the eggs are laid is sterile.

•Eggs can be fertilized by any fertile male present on the map, even if there is no direct access.
indeed

7
DF Dwarf Mode Discussion / Re: Trees
« on: October 29, 2014, 12:22:23 am »
Sadly, there does not seem to be a very foolproof way of preventing Urist McHunter from cabbaging onto those shiny metal bolts instead of using the slightly "fried chicken" scented bone ones, short of micromanagement with burrow restrictions and clever abuse of civilian alerts. (for bolt collection afterward)
what about the ammunition screen? you can set your hunters to use only wood bolts and squads to use copper/silver/steel bolts... bone bolts is a bit trickier you have to set it up using white colour...

8
Not as you intend, the closest you can have is segregated sections of fortress but you need to provide all the facilities in each section for it to run properly...


You only need a 5-tile mine cart system, 1 tile on each side serving as track stops, set to ride, 1 tile on each side for the cart to gain momentum, and 1 tile in the middle as a pit.


Dwarves would need to have the labour for minecart handling, and they'll eventually take a job to ride from one side to the other, if you set the stop on the other side as "push" then they'll push the empty cart back allowing for another dwarf to ride... and so on... if you want to bring dwarves back you revert the system.


They won't use the carts to path to a job, for food or drink or rest... ;)

9
DF Dwarf Mode Discussion / Re: Anyone see this in fighting dialogue yet?
« on: September 08, 2014, 09:07:04 pm »
Yeah, I've seen that a couple of times. Sounds like something someone would say in a beer comercial.

I just mastered figuring out how cold a can of beer is. That was very satisfying!

I like the ones like:
Mimale Epevetime, slayer of Meng Mamotducim! I'm a little angry.

Sorry, I don't have one handy to get the exact text. But I like the tone. You just killed my friend, so I'm a little angry. What's it take to really set this guy off?

I guess there might be arying levels of anger and I just haven't seen one invader kill enough dwarves to see someone get about a little angry.

    Keith
yeah, I got this when one of my dwarves went berserk and killed the soldier I sent to deal with him, then I saw a random civilian dwarf fighting the berserk instead of fleeing and I checked and he had a dialogue along those lines... so dwarves are now vengeful?! oh my!

10
DF Gameplay Questions / Re: DF2014: Fatal Fetid Goo?
« on: September 07, 2014, 01:51:26 pm »
I have a "heinous slush" rain in my 40.10 fort that all it does is give a fever

11
DF Dwarf Mode Discussion / Re: .40.01: It was inevitable.
« on: September 06, 2014, 01:34:40 am »
Can someone explain?


I get this is part of the dialogue you get when playing adventurers... but is it an inside joke I'm not aware? a meme? is it something coined in Dwarf Fortress or is a reference to something else?

12
DF Gameplay Questions / Re: Were Troglodytes upgraded?
« on: September 02, 2014, 03:22:12 am »
These were dwarves who, with eighteen other dwarves, put down a pair of blond cave ogres, and a giant cave spider.
Spoiler (click to show/hide)
no wonder they got their ass kicked by the trogs, everybody knows that blond cave ogres are pussies... :P

13
One thing is climbing up, with a chance to fall down and all, but she basically walked on the wall alien-creature style...  :P

spider-dwarf??!! :D

14
In my current 40.10 fort, my first winter, a 10 goblin siege shows up, I set the Civilian alert, everybody should stay in the "Inside" burrow, I lock all my doors and leave only one open to bait the goblins to come where I want them....

Meanwhile my expedition leader finally gets some free time to finish the meeting with the dwarven liaison that came in autumn and is still here, they review the documents, she shows me what they want from my fort and says her farewells and beelines to the only open door to the outside that I'm using to bait the goblins...

The goblins approach the door, I lock it, and open another one further away... the liason also approaches the open door and I lock it to prevent her to go out just to encounter 10 goblins head on... I do this a few times until the goblins are too spread around my above ground walled in and roofed with retractable bridges fort area...

So the fort is in complete lock down, the only ways something might get in or out at this point are:
1) a building destroyer knocking down my above ground fort doors, which I'm prepared for: retreat to my underground fort which is safe behind a floor hatch that can only be accessed from bellow... and
2) a flyer that can fly over my unfinished underground access tunnel that needs a bridge built over 10 tiles of 7/7 water...

Well... the liaison took option number 2!! she somehow climbed/jumped/walked on water/flew/parkoured over 10 tiles of 7/7 water covering ramps like this:
Spoiler (click to show/hide)
the green line shows the path she took, bellow that there are ramps covered in 7/7 water, she just walked (albeit slower) over the "downward slopes", she never fell to the lower level, she's completely dry so she never touched the water... :o

What did she do? climbed across the sand walls?

15
DF Gameplay Questions / Re: Abandoned Items or Items off Killed creature
« on: September 01, 2014, 12:33:04 am »
Are your dwarves set to collect refuse from outside? If not that could be interfering with picking up outdoor stuff.
Where do I look to toggle this?  Not seeing it in the orders screen.

Never mind...didn't go deep enough into it.
o(orders)->r(efuse)->o(utside)->v(ermin remains)

v for vermin remains is optional if you want them to do that, for items all you need is o-r-o

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