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Messages - mifki

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646
DF General Discussion / Re: Nothing special, just a funny FB
« on: August 27, 2015, 06:19:43 am »
"the Forgotten Beast Walathramad has come! A huge snail composed of solid salt. It has wings and it has a bloated body. Beware its deadly spittle!"
I just found it funny that the procedural generation of this game gave me a snail made out of salt.

Well, to me personally it's more amusing that it's a flying snail.

647
Meph, I'd suggest changing it so it's any old cabinet instead. Platinum is hard to come by.
Which was the intention. I'll add a poll.

That would be fine if you couldn't just call the script from console, but since you can anyway, I don't think it should be that hard to build.
Also, when thinking of archive, I imaging something.. not shiny gold and platinum:)

648
DF General Discussion / Re: MacNewbie Pack v0.9.16a with DF 40.24
« on: August 19, 2015, 08:10:39 pm »
Crash reports are not written to the syslog. Btw, you can find past reports by launching Console app and on the left under User Diagnostic Reports.

649
DF General Discussion / Re: MacNewbie Pack v0.9.16a with DF 40.24
« on: August 19, 2015, 05:21:47 pm »
Hi fricy,

For Macnewbie 0.9.17 - TEST VERSION with GEMSET 24x
If it locks up should I send you a report to help with stability? What should I send? Never done done this before.

You mean crashes? In case of a crash, a message will be shown and depending on the OS version button like details or send, and there will be long text report.

Ya crashes. (sometimes it just freezes in the window and I have to force quit) I mean what do you need from me to help if I want to send a report to help improve stability. The mac osx crash report or the stderr.txt or something? It's very long :D

osx report and description of what you were doing/what plugins are enabled (like twbt, multiscroll) :) In case it freezes, you can double-click the process in Activity Monitor and press Sample button to get a report.

650
DF General Discussion / Re: MacNewbie Pack v0.9.16a with DF 40.24
« on: August 19, 2015, 02:46:36 pm »
Hi fricy,

For Macnewbie 0.9.17 - TEST VERSION with GEMSET 24x
If it locks up should I send you a report to help with stability? What should I send? Never done done this before.

You mean crashes? In case of a crash, a message will be shown and depending on the OS version button like details or send, and there will be long text report.

651
Tilesets and Graphics / Re: GemSet v1.32 [40.24]
« on: August 12, 2015, 05:05:19 pm »
WOW!  Anyone notice that Mifki already has a preliminary release of the building overrides in his newbeginning branch?

https://github.com/mifki/df-twbt/blob/newbeginning/buildings.hpp

I don't recommend :)

Looking great, keep it up :D

Any idea when the building override ability will be done for TWBT?

Yeah, the only thing that would make this better is a month of paid vacation for Mifki.

Soon I'll have a month of... not vacation but more time to work on this.

652
Utilities and 3rd Party Applications / Re: Legends in Fortress mode
« on: August 06, 2015, 05:08:15 pm »
This is equivalent to
Code: [Select]
dfhack.screen.show(df.viewscreen_legendsst:new())
dfhack.screen.dismiss(dfhack.gui.getCurViewscreen())
The only thing you'd really need a separate script for is to intercept LEAVESCREEN appropriately.

Edit: Here is a script that does that. Currently untested in adventure mode. Appears to work in adventure mode as well.

That's it, thanks!

653
Utilities and 3rd Party Applications / Re: Legends in Fortress mode
« on: August 03, 2015, 06:51:02 am »
Well, that's what needs to be done - intercepting ESC and closing the view using breakdown_level=2. I don't know if that can be done in Lua, otherwise just a very small dfhack plugin.

654
Utilities and 3rd Party Applications / Legends in Fortress mode
« on: August 03, 2015, 03:45:43 am »
Did you know it's possible to do

Code: [Select]
w=dfhack.gui.getCurViewscreen() ; w.child=df.viewscreen_legendsst:new() ; dfhack.gui.getCurViewscreen().parent=w

and get a fully functional Legends screen? There was couple question about how to get more info about outer world recently. The only thing you can't use ESC to close the screen, instead, use

Code: [Select]
dfhack.gui.getCurViewscreen().breakdown_level=2

Someone needs to make a convenient script, if there's no already.

655
It would be great if you could start a long worldgen, then log off the app and have it keep running while disconnected.

Sure, it would be crazy to require the app to be open for such a long time.

656
After (during?) worldgen, what information do people look at to decide whether to keep the generated world (map, other information on screen, information from exported history/sites/pops files)? Of course I'm talking about normal cases, not if you're crafting some special world (which you'll do from desktop). For first versions I was going to provide just a very basic ability to generate worlds and start playing, but can try to show some most important info after worldgen is finished.

657
Any chances of a second recruitment/invite? A few of us missed the recruitment period.

More likely once I have a new version. PM me your email address.

658
Something I found out today:
If you really don't want to allow TwbT to be unloaded, it might be better to detect SC_BEGIN_UNLOAD events in plugin_onstatechange and return CR_NOT_FOUND (CR_FAILURE would make more sense, I know; I'll probably change this in the next release). This is called at an earlier stage, before commands, lua functions, and other information has been cleared, so the plugin won't be considered "broken"/untouchable by DFHack.

It's not that I don't want it to be unloaded, for some reason last time I tried I just could not clean everything up so that it doesn't crash after unload, so instead I prevent it from being unloaded :)
But thanks, I'll try this method.

659
Small status update. I haven't done any real development lately, but now I have good understanding what I want to do in the next version and how it all will be configured.
Most important, it will allow to effectively (from performance point of view) override everything. By everything I mean, in addition to tiletypes, items and buildings, it will be possible to specify different images for all unmined materials, gems, plants, growths, dead creatures, etc. - things that can have tile number/color changed in raws will not be limited to 256 base tiles.

No raw changes will be needed, the plugin will make the required modifications in memory.
Basic mode of operation will be based on folders/files structure named after raw IDs and other identifiers (plus suffixes for different states/flags), eg.

Code: [Select]
items/weapon/sword_short.png
buildings/bed.png
buildings/bed-dorm.png
buildings/workshops/carpenter.png
inorganic/onyx.png
plants/asparagus-shrub.png
plants/asparagus-shrub-dead.png
plants/asparagus-picked.png
plants/asparagus-leaves.png
plants/asparagus-flowers.png
plants/asparagus-fruit.png

Also, there will be optional config file that will allow to "redirect" these pathnames to tiles in a sprite sheet, and additionally specify some options, for example colour mode (use bg/fg material colors, use fg colour only, use image as is) and transparency of tiles in workshops. Like this,

Code: [Select]
items/weapon/axe_battle         = items,5,0              [=]
items/weapon/axe_great          = items,5,1              [=]
items/weapon/axe_toy            = items,5,2              [=]
items/weapon/spear              = items,5,3              [=]
...
buildings/workshops/mason                                [222/=.=/=.=]


The bad news is that I don't know when I will have time to work on this...

660
Well, this script expects a cursor... You can change in the beginning ":pos => [df.cursor.x, df.cursor.y, df.cursor.z]" to something else, but I don't know to what, because I've never user reaction-trigger, etc. and don't understand how all these scripts are going to be called.

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