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Messages - mifki

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331
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: September 28, 2016, 03:52:00 am »
Hmm.  Just to float the idea, what are the arguments for and against dropping Ruby support?
Is it Ruby support that's keeping us back on VS2010 for Windows? Edit: Or is the compile page just out of date with respect to 64-bit DF?

I've been meaning to try my hand at compiling DFHack (and possibly finding offsets,) but I don't really want to deal with any issues installing VS2010 over VS2013.

43.05 requires VS2015 - not 2010 and not 2013. It's not related to Ruby support. The problem with Ruby is that the code contains some assembly language parts which are not supported by VS compiler on 64bit.

332
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: September 27, 2016, 05:06:51 am »
I believe at this point the reason for the absence of a release is that the team is being cautious and not willing to make a release until all platforms are equally supported.

Indeed, there are some difficulties because of the new compiler and 64 bits - old tools are not working, some people are away and could not fix them (the ones that are fixable). I made some scripts to find offsets for osx and win64, and then we were fixing issues with data structures, and as I understand, they should be more or less ok. However offsets for some other platforms/bitnesses are less complete. I can probably write scripts for linux64 if needed, but I'm not interested in doing any 32bit work (my opinion is that we should drop 32bit support to make our lives easier). As I understand, scripts that allowed to automatically check data structures are not working anymore as well, so we don't know if the structures are ok until some plugin crashes. Also, it would be good to understand whether we're waiting for jj to fix Ruby scripts, or willing to move on with something else.

Anyway, I personally think some alpha version for osx/win64 could be released now. Or are there are any specific (missing/broken) things that holding off the release?

333
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: September 20, 2016, 04:36:27 pm »
Continue was trivial. All you needed to do was keep track of the end of the loop (which you need to do for "break" anyway). "continue" then becomes a jump to just before the end of loop instructions instead of "break"'s jump to just after. This has minor issues with variable scoping in one certain kind of loop, but there are solutions to that that I could have implemented if I had wanted something other than a toy. (my continue was basically a "goto" targeted at the end of the loop)

What about this? http://stackoverflow.com/a/3526946/991806

334
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: September 20, 2016, 04:30:25 pm »
As an interesting side note, I wrote a Lua compiler a while ago that used syntax much closer to C or Go. It used curly brackets for blocks (curly brackets for tables still worked, the compiler can tell the difference), "&&" instead of "and", "!=" instead of "~=", it even had a "continue" keyword. All this and it still produced bytecode that would run on the standard Lua VM. Code quality generally exactly matched that produced by the standard Lua compiler, but there were a few cases where it was slightly worse due to me being lazy...

Unfortunately it was written in Go, so it would not be possible to use it with standard Lua without a total rewrite or using it as a stand-alone tool (not to mention the fact that the "load" function was something of an issue, as it still used standard Lua syntax).

The idea of the new syntax was to make it easier to work with for a programmer used to C/C++, C#, Java, Go, etc. It worked great, but I never bothered to write a C version and publish it...

What makes people write compiler for one non-standard (i.e. runtime not available by default) language in another one... :)
Other than that, it's very interesting, and I thought it was possible to make standalone binaries with Go, at least I've seen some tools distributed that way.

As for me, the main problem of Lua is still 1-based numbering which, when porting more or less complex algorithms, makes it easier to rewrite them from scratch to avoid mistakes than to simply change syntax as between other languages.

335
ok clearing the cache worked. the button wasn't easy to find even with directions XD

Yeah, I need to write somewhere that swiping on rows reveal additional options on many screens in the app, actually.

336
since update map view is all dark or garbled https://m.imgur.com/J3jXFVv

What device do you have and what OS on the server? Have you tried swiping on the server in the list and choosing 'clear cache and connect'? Oh, and try to restart DF if you haven't after updating.

337
you can give work order by microphone?

can't wait to pronounce corkscrew in my broken engrish XD

And open screens, place buildings, go to defined points, etc. Since the recognition is offline and has no delay, it's somewhat faster and easier than to find corresponding items deep in menus.

338
This screenshot shows one feature released today, and has a button for one amazing feature coming next. Guessed?


339
So, to review...

Steps to acquire a cow bone:

1. Acquire a cow bone.

Actually, why don't we have a 'clone' script? create-item is somewhat difficult to use if you just want "more of this".

340
Life Advice / Re: Storing files online?
« on: September 02, 2016, 12:40:54 am »
If you're paranoid about security, Mega uses your password as an encryption key, so not even they have access to your files, though you only have their word for it.

They also give 50 GB free storage.

Mistake 1. Important is not what they use as an encryption key, but that they do encryption in the browser, so that unencrypted files do not leave your computer.
Mistake 2. Since it's done in the browser, the code is available - no need to trust their word.
Mistake 3. You haven't actually invalidated my recommendation.

Was I going to?

341
Life Advice / Re: Storing files online?
« on: September 02, 2016, 12:12:00 am »
If you're paranoid about security, Mega uses your password as an encryption key, so not even they have access to your files, though you only have their word for it.

They also give 50 GB free storage.

Mistake 1. Important is not what they use as an encryption key, but that they do encryption in the browser, so that unencrypted files do not leave your computer.
Mistake 2. Since it's done in the browser, the code is available - no need to trust their word.

342
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: August 31, 2016, 09:06:13 am »
6 should be fine, don't know then.

343
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: August 31, 2016, 08:41:07 am »
...
Wow, I've never seen that before. What GCC 4.8 is that from - Homebrew, self-compiled, MacPorts, something else?

Something is wrong with Xcode I think.

344
Sigh.  The problem appears to be with TWBT after all.  The menu I was creating works fine with TWBT disabled.  I'll have to research that some more.  I consider it a must have plugin so will try and figure out what I can do.  I now understand some of the vtable hooks better after getting TWBT working on my Win64 build (which by the way is really awesome and very professionally done imo... the hooks that is).   

I can presumably put together a bootstrap in C++ and maybe do the sidebar base features in that and the complex stuff in lua like you say.   The project just snowballs in complexity but such is life I suppose.

TWBT won't render map if there's any screen on top of the main screen because there's no way to know whether that screen covers the entire map or not. Now I'm thinking that it should be possible (at least as an option) to render the map always - it's just a waste of resources, unless there were some other reasons I did it this way. You can disable these checks in renderer.hpp and see.

345
I plan to use in adventure mode so everything is turnbased so a sidebar that is only open temporarily would be fine.  I would like to be able to show and move the map around using the screen view and use the cursor to focus on items.   I'll look at gui/liquids and what it does if its similar to what I want.

gui/liquids is a bit different as it inherits from a special class for menu overlays that works in the fortress mode only. I can't say anything whether it's possible to do what you want in just Lua or not. However how I'd do it is interpose render/feed methods in C++ and then call Lua code to do actual processing and output (if you prefer Lua). In this case you will be able to provide real-time information as the adventurer moves or in look/throw/whatever modes you want, and will have less problems with TWBT.

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