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Messages - mifki

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316
Is there something special to do if you log on to a wireless router? I noticed on the IOS app it does not save my router's rather long password.

I have tried every combination imaginable, including my IP, the name of the router and its password. But if it does not save it how can it use it?

The password in the app has nothing to do with the router password, it's the password you set using "remote pwd" command to protect your server. (And the app actually saves it, it just always displays it with ***, I know it's confusing, I will improve this).

Anyway, what you need to do to connect on your wireless network is to specify your computer private IP (not public IP; if you're on Windows, see here https://support.microsoft.com/en-nz/help/15291/windows-find-pc-ip-address). Leave password blank unless you have set it with "remote pwd" command.

If it still does not connect, you may need to add a port exception to your firewall, see here http://www.dummies.com/computers/operating-systems/windows-7/how-to-open-a-port-in-the-windows-7-firewall/

Next, if you want to connect to your server from outside of your network (via cellular), use "remote publish SOME_NAME" command, and specify this name in the app (in addition to the IP).

317
Ok, I have found what's causing crashes.

TWBT processes overrides on a separate thread while the simulation is running. That's bad, but I expected it to cause problems only in rare case of some specific items/buildings being destroyed while TWBT is processing corresponding overrides. But now I saw this:



The game reallocates block_index array for some reason while TWBT is processing tiletype overrides, and that's causing TWBT to access wrong address and crash. There are several ways to deal with this, I think (I don't want to process overrides synchronously and slow down the simulation), I'll try them soon.

318
What graphics pack does the remote use, seems wonderful and is there a version for the desktop game?

It's just Spacefox (download links for the current version somewhere near the end of the thread, I'm not sure).

319
I have probably fixed some multilevel-related crashes in version 5.66, some DF rendering weirdness I didn't know about, that is. I wasn't able to reproduce them, but the same code was crashing Remote, so I guess it may be crashing TWBT in some situations too.

DAOWAce, why are you still using 0.42.06? My new releases usually don't include plugins for older DF versions.

320
If I have an ipad how do I connect to my PC's Dwarf Fortress or does that also have to be a Mac?

Assuming you have the application (Dwarf Fortress Remote on the App Store), the instructions how to set up a server and connect are at mifki.com/df/setup

321
Thanks, DAOWAce, it definitely crashes with your save and tileset.

I believe it's caused by overrides and synchronisation on multi-core CPUs, there's indeed some not very good code which is unfortunately difficult to fix. DungeonSet has a LOT of overrides - almost 4000 lines, and with redraw_all=1 all map tiles are updated each frame increasing the chance of crash. I'll see what can be done here, but there's a chance it's not possible to fix completely without big changes to TWBT, unless it's just a mistake somewhere in the code.

And crashes caused by multilevel rendering seem to be a separate issue because I believe not everyone experiencing them have so many overrides, and also I recently had several crashes with the Remote plugin where there are no overrides at all. If anyone experiencing crashes when building something over empty tiles or something else multilevel-related that are easily reproducible, please share your saves.

322
Maybe crashes are from people running low on RAM while using TwbT. (I'd guess that rendering more Z-levels at once requires more RAM.) Maybe 64-bit Dwarf Fortress will reduce the issues with users crashing.

No, it doesn't require more memory. It has to be something with synchronisation, maybe number of cores matter, I'll test it again on another laptop soon.

323
I've opened an issue on Github, but given that most of the modders are on the forums I though it would be worth cross-posting.

The DFgraphics group has a two-part feature request:
  • Support multiple overrides files, eg anything matching "overrides*.txt"
  • Support item subtypes by name and generally discourage use of numbers as IDs
This will allow modders to provide substantial extensions for various graphics packs, to give a native look to their new content.  I'm working on some fairly major changes to PyLNP to support the other end of this, so some indication of whether you'll be able to help out (and a timeline if so) would be awesome  ;D

Item subtypes by name would be good, but required a lot of code to handle all the item types. Multiple overrides files is easy and I will do that in first place. I just need to find time to get back to TWBT and do all this and other stuff.

As for the crashes, I mentioned before that the biggest problem here is that I can't reproduce them. I see many people reporting them, but I was really trying a lot, on different Windows machines and versions, and it crashed just couple times, and I even don't know if it's the same issue. I'd be happy to fix the crashes of course but it's difficult if I can't reproduce them at all.

324
Utilities and 3rd Party Applications / Re: Text Will Be Text - dfhack plugin
« on: September 29, 2016, 10:39:24 pm »
@Mifki - I have multilevel as an optional setting in my pack, due to crash reports.  This means I have to disable it in one init file, and conditionally enable it later.  "enable multilevel" with it off by default would be a cleaner interface, and remove potential ordering problems.

I don't understand the problem. There's "multilevel N" cmd with 0 to disable. And 0 is the default value.

325
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: September 29, 2016, 06:56:38 pm »
FWIW, Toady had a pretty friendly response to a question that (as a non-contributor to DFHack or Therapist) was really none of my business.

Quote from: gchristopher
Would you consider making the lives of the DFHack and other tool creators easier somehow? It seems like if Dwarf Fortress had an init or command line option where it would print out the memory address/offsets of all the key structures, then the community would be on much easier footing to quickly catch up to DF releases. That wouldn't expose any proprietary code or be nearly the effort of implementing a full mod API, since all you'd need to add is print statements for requested structure memory addresses, right?

There have been conversations along these lines over the years, though it has been a while on this particular matter.  Utility people can and do PM me.  I really don't recall where it was left last time it came up, or if it was decided that finding memory addresses was the fun part?

That's interesting. I asked Toady some questions via PM, including one like this, some time ago, but at some point he didn't answer and I decided that reminding again was a bad idea. I will reconsider.

326
Utilities and 3rd Party Applications / Re: Text Will Be Text - dfhack plugin
« on: September 29, 2016, 06:03:06 am »
Quote
FWIW PyLNP handles separate overrides for each graphics pack, just as we handle different tilesets.  It's not that hard to set up...
Yes, I can create a override file for each set, using an empty one for each tileset that does not use overrides. I'll actually do that today, I'm working on installing Gemset, would have to do that anyway for it.

 I just found it strange that you can't disable (unload?) the plugin or part of the plugin. The other dfhack plugins can be turned on/off on command, with TWBT it seems you have to close DF, remove the file, replace the automaterial/resume/mousquery plugins with the Non-TWBT versions, and restart DF.

EDIT: Slightly related to that: Is there are maximum number of override tilesets you can use? Does a high-number affect performance in a noticeable way? For example both the MasterworkDF mod and GemSet have 8 sets.

What is a use case for unloading TWBT? I could never understand that.

You don't need to replace automaterial/resume/mousquery plugins - TWBT versions work just fine without it.

There's maximum number of tiles that would fit in one texture of maximum size supported by your GPU. For each tileset all its tiles are loaded, having tilesets with half of tiles empty/unused is bad. However, this limit is probably reachable on old GPUs only. As for the performance, a large number of overrides for a single tile number may affect performance.

327
Utilities and 3rd Party Applications / Re: Text Will Be Text - dfhack plugin
« on: September 28, 2016, 05:35:38 pm »
Sure I can add a command to switch overrides. What I didn't understand was "swap tilesets using TWBT" and why you can't just rename overrides.txt when changing tileset settings.

Creature overrides... yeah.. I started to work on a completely new TWBT implementation, and while it had many advantages like improved performance and greater flexibility, it turned out to be more difficult to implement and probably not worth it. I mean, I'm not actively developing it now, once I have time, I'll look into creature graphics again to understand whether it can be an addition to the existing creature graphics handling or would require reimplementing it completely.

328
Utilities and 3rd Party Applications / Re: Text Will Be Text - dfhack plugin
« on: September 28, 2016, 04:25:58 pm »
Yeah, I was thinking of enabling multilevel, but disabling the override tiles.

I was looking at installing more tilesets for MasterworkDF and I'm trying to come up with a good way to swap tilesets using TWBT, but the override tiles make it difficult... I have some unique ones per tileset, some that are always on, and other that should probably be disabled if you play with ASCII or an ASCII-like tileset.

I was really hoping to get GemSet to work, but its rather difficult. Tilesets, overrides, TWBT font tileset, creature sprites, different size (32x)... but that is another topic.

It's not possible to split them, but I can add some options if you need, however I didn't quite get what exactly you want.

329
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: September 28, 2016, 06:28:21 am »
Which (I think) we would just add:
MSVC compiler does not support __asm when compiling for 64bit.
So you'd have to assemble separately and use extern, if that's even possible with DF?

Or could you use these: https://msdn.microsoft.com/en-us/library/hh977022.aspx?

Yep, it's not a real inline assembly, but just a naked fn, so should be possible to move it to external source.

However, I just noticed lethosor mentioned compiling Ruby itself 1.8 vs 2 for 64bit, I don't know what problems there.

330
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: September 28, 2016, 05:10:59 am »
Which (I think) we would just add:

MSVC compiler does not support __asm when compiling for 64bit.

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