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Messages - PhoenixEggz

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1
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 16, 2015, 08:03:36 pm »
I can't replace just that because I can't open .7z files the same way I can open .zip files. It's not a folder or a pseudo-folder; the files are inaccessible. I have no choice but to extract it all at once, picking and choosing files is not an option.

Thanks for the help everyone.
If the DFHack window is opening at all, replacing the DLL won't fix it.  But maybe that was a console window from dfhack-run or something, so it's worth trying a re-install.

You should be able to extract everything on top of the current install, which won't use up any additional space (once the tempfiles clear).  You can rename the two SDL files to ensure that they're out of the way.  Once things are running properly, go ahead and delete the renamed files.

The problem is that it's not working at all. It's like I never installed DF-hack to begin with.

2
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 15, 2015, 11:36:51 pm »
What are you trying to avoid about reinstalling? Do you have custom scripts? It shouldn't overwrite them unless they have the same name as scripts in DFHack.

We have an insanely stupid, useless 37 GB hard-drive and the computer is over 10 years old. It just recently had it's space doubled so it's usable for basic things. To be brief, there's many house conflicts about it being dumb, and conserving hard-drive space when possible is a good thing. DF is all it has space and energy to run decently, without consuming the entire computer's resources.

Upon installing it I did overwrite the SDL file when asked, and it errored, so that's probably what caused the issue. If I were to just remove both instances of the SDL file and place them in a seperate folder and have nothing in the df folder, would it still install correctly, or would it not at all? I don't think I would be able to stop the error any other way.

If I have to I will reinstall it, i'm not that desperate, but it's an avoid-this-if-even-remotely-possible kind of scenario.

Well, you have to replace DF's copy of SDL.dll with the one distributed by DFHack. If you've already downloaded DFHack, it should only be a matter of copying over the file.

I can't replace just that because I can't open .7z files the same way I can open .zip files. It's not a folder or a pseudo-folder; the files are inaccessible. I have no choice but to extract it all at once, picking and choosing files is not an option.

Thanks for the help everyone.

3
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 15, 2015, 06:57:02 pm »
Size.

They're both the same size, so I guess the sdl is the same as it was before. How can I fix this without reinstalling df hack?

4
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 15, 2015, 06:48:02 pm »
Do SDL.dll and SDLreal.dll both exist in the DF folder (and are they different)? You need to copy over both of those files from the DFHack package on Windows in order for DFHack to work.

Wow that was fast

They do both exist, yes. I don't know how to tell if they are different or not.

5
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 15, 2015, 06:42:26 pm »
I'm having issues with this. I installed it to use gaydar so I could figure out why my dwarves arn't marrying, but now when I load DF It opens no command window alongside it. When I open up dfhack-run manually, the command window opens for a split second. I managed to somehow screencap it before it blinked away and it says Usage:dfhack-run <command> [args...] . That's it.

I'm using Windows.

I'm not sure what I did wrong or if there's something I'm missing here. What can I do to fix it so df hack works?

6
DF Modding / Re: More abominations, taking requests.
« on: July 03, 2014, 08:11:20 pm »
The stalagmen are too humanoid, make a custom triangle body type.
I'd like to have a monster that looks like a pale man with 13 tentacles in place of a head, no organs, turns people around it into  omnicidal masses of rotting flesh, and lives in evil biomes.

I doubt a triangle body will do anything to the creature besides being a cosmetic thing, but I'll make one anyway for the hell of it.

I'll add your pale men to the list! Not sure if I can make everything omnicidal, but i'll come as close as I can.

On another note, I generated a new world with the web caterpillars and forgot to build the text file correctly, so I don't have any webs anywhere in my tropical embark. Sigh.

7
DF Modding / Re: More abominations, taking requests.
« on: July 03, 2014, 09:40:00 am »
I made another thing!

"Stalagmen, a race of pointy triangular rock-men that live in caves"

Spoiler (click to show/hide)

To add them to a civilization just add [CREATURE:STALAGMAN] to the entity you desire.

I would have also made them drop stones of the material they're created with that can be used, but I don't know the syntax. Their strength lies between ice wolves and minotaurs, so they're pretty tough. I don't feel like ranking the rest, though. :P

If there's any bugs i'd be happy to fix them. Feel free to request more things!

8
DF Modding / Re: More abominations, taking requests.
« on: June 27, 2014, 12:01:06 pm »
I've taken the liberty of doing some of these requests in order of difficulty, because random_odd_guy doesn't seem to be around. Hopefully I can get around one done every day.

First, the Web Spitting Caterpillar

"A caterpillar that shoots webs. It is made of pus, not blood."

Spoiler (click to show/hide)

Hope this is what the requester was looking for.

9
DF Modding / Re: AH THINK WE SHUD ALL MAKE DAHRNOSAUHRS
« on: February 20, 2013, 11:48:52 pm »
I was reading the title with a thick Scottish accent of sorts.

Anyways, say what you will about the recent discoveries, but I actually like the interpretations of the fluffy/feathery dinos. In some cases, they look a hell of alot cooler; plus, they can provide a good feather industry if you want one. Plus, the fauna of back then would be a whole lot more diverse in appearance.

Spoiler: CAUTION: Big images (click to show/hide)
And surprisingly enough, they apparently tasted like chicken.
'Recent disocoveries?' I'm a science whiz, at least i like to think so, humor me!
Okay, maybe a fault on my part. Sorta forgot exactly when this whole feather thing came across (as far as my memory goes when I read about it in the news was within the past 4-6 years), at least as a more mainstream acceptance. Could be older than that. So maybe "Recent" wasn't the best term to use. Innocent mistake. However, I still like how they look with the feathers, and considering climates and all that back then, dinosaurs with feathers actually sound most sensible and plausible, rather than a world of bald lizards.

It does sound more realistic. What is the discovery you're talking about exactly, though? That dinosaurs never had feathers or -always- did?

10
DF Modding / Re: AH THINK WE SHUD ALL MAKE DAHRNOSAUHRS
« on: February 20, 2013, 10:53:16 pm »
I was reading the title with a thick Scottish accent of sorts.

Anyways, say what you will about the recent discoveries, but I actually like the interpretations of the fluffy/feathery dinos. In some cases, they look a hell of alot cooler; plus, they can provide a good feather industry if you want one. Plus, the fauna of back then would be a whole lot more diverse in appearance.

Spoiler: CAUTION: Big images (click to show/hide)
And surprisingly enough, they apparently tasted like chicken.


'Recent disocoveries?' I'm a science whiz, at least i like to think so, humor me!

11
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 19, 2013, 02:55:50 pm »
I'm having some issues with a creature variation.

I'm trying to make it automatically apply a specific tile color, and remove the previous fur colors and such.

When applied, it doesn't do these things, and appears like a regular creature, the only obvious thing changed is the name.

Variation:

Spoiler (click to show/hide)

Sample creature:
Spoiler (click to show/hide)

12
DF Dwarf Mode Discussion / Re: Can I fix my noble necromancer?
« on: February 18, 2013, 12:42:15 pm »
He should really be part of the civ, friendly, and any zombies he raises should be friendly too.

I would suggest testing this first. Friendly zombies would be cool, but they'd most likely spam job cancellations like the necromancer.

13
Tamed intelligent things can't drink alcohol, only straight water.

14
DF Dwarf Mode Discussion / Re: Clear Glass Forgotten Beast
« on: February 15, 2013, 10:38:03 pm »
I once had a clear glass titan

It was killed by a hunter. Didn't even make it to the fort. I forget their skill level though, but it was a team job between them and a competent swordsman after downing 2 hammerdwarves.


Have fun. They shouldn't be too hard.

15
DF Modding / Re: Animal People Civs?
« on: February 11, 2013, 09:33:58 pm »
I'm trying to make the animal people controlable. Do I have to put it next to every type, or just at the top?

You probably only have to put it in once, just like with most other things. I don't see why you would need multiple entires and I may be wrong, but it's a pretty safe assumption.

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