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Messages - mifki

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841
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r0
« on: January 24, 2015, 04:41:47 pm »
Toady's been burned by things like this before (though not really with any real effects, AFAIK).

It was a long time ago, but the topic's still around, so I figure it shouldn't be too odd to link to it. You may understand why Toady is wary of releasing too much.
Can't wade through 23 pages of posts, but since DFHack is still here I'm assuming Toady is okay with it.

There are two distinct questions: (1) Is it simple for Toady to generate the dubug info at compile-time, and (2) Would this be helpful to the DFHack folks?  You need a "Hell yes!" to both of those before even broaching the subject with him.  Whatever the report is, it will almost certainly be shared privately with hand-picked people.

Full debug info would make reverse-engineering very easy - something that Toady doesn't want (and we don't need). We need only data structures, and I don't know how to export them alone.

842
Try version 5.41

843
*cough* any updates on the development *cough*

I'm posting status updates in my blog http://blog.mifki.com I wish I had more time to work on it though.

844
DF General Discussion / Re: Dwarf Fortress 40_23 Starter Pack r2
« on: January 16, 2015, 03:07:45 am »
Are there any other messages in dfhack console in red or yellow? Also post your init.txt here.

845
Oh, I haven't even started thinking about it, but you're right, it can't be completely random because in that case image would change each time tile is updated on screen, eg. when scrolling map.

846
Yep, it probably will be slow if applied to large areas.. but we'll see.

847
Hmm...quick question. Is it possible to have different variations of a single tile spread randomly? Like how vanilla DF has grass variations of ,.`'?

Currently no. Easy to implement though. What do you want this for?

Variation! :D I second this request. It would make boulders, tree leaves, water, and ground look less uniform and more natural.

Ok, I'll make it accept tile number range (xx-yy) in override specification instead of a single number.

848
Hmm...quick question. Is it possible to have different variations of a single tile spread randomly? Like how vanilla DF has grass variations of ,.`'?

Currently no. Easy to implement though. What do you want this for?

849
Oh doh! LOL. I got that from the DFHack probe function. It said tiletype 398 and I unthinkingly used it. That said, still not working.

No! First number isn't a tile type, it's a tile number :) Ie. from http://dwarffortresswiki.org/index.php/DF2014:Tilesets

That's how it works - it first checks if there are any overrides for a given tile number because it's very fast operation, and if there are, then fetches more data about the tile (which is slower) and processes overrides.

850
Yep.

For me it's just easier to start lua console ('lua' command) and then '~df.global.world.raws.itemdefs.toys[NUMBER]' (or armor, weapons, etc.) and see what that subtype means than to count definitions in raws.

851
In Lua

Code: [Select]
[lua]# ~df.global.world.raws.itemdefs
<world_raws.T_itemdefs: 0x019a5ccc>
all                    = <vector<itemdef*>: 0x019a5ccc>
weapons                = <vector<itemdef_weaponst*>: 0x019a5cd8>
trapcomps              = <vector<itemdef_trapcompst*>: 0x019a5ce4>
toys                    = <vector<itemdef_toyst*>: 0x019a5cf0>
tools                  = <vector<itemdef_toolst*>: 0x019a5cfc>
tools_by_type          = <vector<itemdef_toolst*>[]: 0x019a5d08>
instruments            = <vector<itemdef_instrumentst*>: 0x019a5dd4>
armor                  = <vector<itemdef_armorst*>: 0x019a5de0>
ammo                    = <vector<itemdef_ammost*>: 0x019a5dec>
siege_ammo              = <vector<itemdef_siegeammost*>: 0x019a5df8>
gloves                  = <vector<itemdef_glovesst*>: 0x019a5e04>
shoes                  = <vector<itemdef_shoesst*>: 0x019a5e10>
shields                = <vector<itemdef_shieldst*>: 0x019a5e1c>
helms                  = <vector<itemdef_helmst*>: 0x019a5e28>
pants                  = <vector<itemdef_pantsst*>: 0x019a5e34>
food                    = <vector<itemdef_foodst*>: 0x019a5e40>
[lua]# ~df.global.world.raws.itemdefs.toys
<vector<itemdef_toyst*>: 0x019a5cf0>
0                      = <itemdef_toyst: 0x0f617eb0>
1                      = <itemdef_toyst: 0x0f7805c0>
2                      = <itemdef_toyst: 0x0f780640>
3                      = <itemdef_toyst: 0x0dc148e0>
4                      = <itemdef_toyst: 0x0f7848e0>
[lua]# ~df.global.world.raws.itemdefs.toys[2]
<itemdef_toyst: 0x0f780640>
id                      = ITEM_TOY_HAMMER
subtype                = 2
base_flags              = <BitArray<>: 0x0f78064c>
source_hfid            = -1
raw_strings            = <vector<string*>: 0x0f780658>
name                    = toy hammer
name_plural            = toy hammers
flags                  = <BitArray<>: 0x0f78066c>

And so on. But subtypes depends on the order things defined in raws, so later I'll make it accept names instead of subtype numbers, otherwise it probably will cause problems with mods.

852
Bummed about the map tiles though. :[ This could introduce a whole new set of problems and might mean that even with overrides, some tiles in the main tileset will still really not be "free" since they are still needed for the world map.

The thing is... With twbt, map is displayed with text tileset, so no need to keep tiles for world map. People are complaining so I need to finally change this, but even then there's going to be a separate tileset for world map. So don't worry about it anyway.

853
Ahk. Will do. Thanks :)

Oh, and I'm referring to the list in the TWBT readme.

How about the map tiles though?

TWBT doesn't affect world/mini map (that's what you call map, right?).

854
Even simpler way is to enable live (or whatever it's called) mode in mouse query so that it will show description of a tile under cursor. Then you can even use that string included in quotes instead of aforementioned tile type constants.

Eg.

[OVERRIDE:88:T:"stone stair up/down":3:88]

855
hey mifki, i asked before and you didn't answer. do we have an ETA? can't wait

Sorry, I just have no idea how long it will take.

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