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Messages - Dampe

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901
That depends on what version of Dwarf Therapist you're using - from what I recall, some of the older versions had support for both Legacy and SDL versions, but the latest versions might be SDL-only.

I downloaded it last week, so I'd assume it's the latest version.

Still the question stands: why don't you just get the pack with all these preconfigured. The main reason for the starter packs is that you don't have to go through looking for compatible versions of different utilities/scripts/etc., just unzip and play. Sigh...

Because I've got a couple mods of my own that aren't in any pack.
Besides, where's the fun in that?

902
DF Gameplay Questions / Re: Monarch Butterfly
« on: June 20, 2014, 07:47:16 pm »
Was it Boatmurdered where the monarch butterfly flew in and blocked the entrance?
I think it was, but I'm too lazy to check.

903
DF Gameplay Questions / Re: Human entity file
« on: June 20, 2014, 07:45:30 pm »
Hi, i've been playing as Humans on fortress mode recently and I came to realise that there are no nobles for humans which makes life a bit difficult.
I think the word you're searching for is fun.

904
DF Modding / Re: More Attacks Mod II
« on: June 20, 2014, 07:43:29 pm »
Actually, what I'm going to do is a little different than fixing the More Attacks Mod, now that I think about it.
I'll use the concept, but I'll start from scratch, adding in different attacks than those in the More Attacks Mod right now, rather than fixing them. That being said, I may be forced to take a couple essential attacks word-for-word from the More Attacks Mod, since there's really no other way to describe a "cut" attack without getting far too lengthy than just saying "cut."
So, I'll still give the guy credit where it's due, but the More Attacks Mod is skin and bones, to the point where it's just not a full mod.
Now I've said that, I'll list my goals for this mod:
1. Add in a variety of new attacks for each weapon in the vanilla game.
2. Give this a better name than More Attacks Mod II, as this will not be a sequel, but rather a vast improvement on the concept. (Don't you dare tell me that's what a sequel is.)
3. Make this look like a proper list, as I only really have two goals right now.

905
That depends on what version of Dwarf Therapist you're using - from what I recall, some of the older versions had support for both Legacy and SDL versions, but the latest versions might be SDL-only.

I downloaded it last week, so I'd assume it's the latest version.

906
The Legacy version uses the "old" graphics/input code from 40d and earlier (which is mostly Windows-specific), while the SDL version uses SDL and is generally more flexible (e.g. multiple different render modes, dynamic window resizing, custom zoom settings, and TrueType font support).

Most notably, DFHack works by impersonating SDL.dll in order to get itself loaded into Dwarf Fortress's address space, and the SDL version also uses the dynamic C runtime; this is important, because otherwise it wouldn't be able to allocate/free memory in a way that was compatible with DF itself (though I've worked around this limitation with DFHack-23a and DFHack-40d, it's a very dirty way of doing things).

The Readme file for DFHack does state "On Windows, you have to use the SDL version of DF" in the Compatibility section, which is right before the Installation instructions.

Alright.
Would the fact that I was using the Legacy version have contributed to me also being unable to install Dwarf Therapist?

907
DF Modding / Re: More Attacks Mod II
« on: June 20, 2014, 11:34:34 am »
Alright.
There are a couple weapons that I need to write different sets of attacks for. The guy who started the mod only did it for weapons that dwarves can use, and so as of now, setting it up is a lot of copying and pasting if you want more attacks in adventure mode (trust me, you will).
These are:
The scimitar, the curved blade should make it different in terms of attacks than the shortsword.
(Note: with shortswords and longswords, I may separate them into single-edged and double-edged, as the attacks will vary due to that.)
The flail, as the chain will make it different from the mace.
The morningstar, as it's got the spiky things.
The halberd, as although it's categorized as an axe, there should be attacks that distinguish it from battle and great axes, due to the longer shaft.

Eventually I plan to have different attacks for every weapon, but those are the priorities.

908
DF Modding / More Attacks Mod II
« on: June 19, 2014, 11:51:37 am »
More Attacks Mod II

What is the More Attacks Mod?
The More Attacks Mod was a minor mod created by Syncing.
Purely cosmetic, it added variety to the combat system, and as of so far, it is my one "must have" mod.
However, Syncing hasn't been on the forum in almost a year, and there are a couple issues with the mod that need to be sorted out. So, I figured, I'll just do it myself (while giving credit to Syncing.)
The first release is slated for: EVENTUALLY
It'll probably be just some ironing out of issues in the raws, but other than that, not much new.
After that's done, I'll probably add in some other stuff to the mod, including different attacks for each weapon (this is partially implemented already, but it needs more work.) and probably some other stuff too, but that remains to be seen.
If anyone has any suggestions for stuff that should be added into the mod, let me know.

909
Exactly what version of Dwarf Fortress are you running?

In order for DFHack to actually work, you will need to be running version 0.34.11 (displayed at the bottom-right corner of the screen). Additionally, you must be running the SDL version - if you are running the Legacy version, DFHack will not work.

Ooooooooooh.

Nobody ever said anything about the Legacy version not being compatible before now.
I'm a dumbass.

What exactly is the difference between the Legacy version and the SDL version?

910
Damned if I can install this.
What exactly is the difficulty? All you need to do is take the DFHack ZIP file and extract its contents directly into your Dwarf Fortress directory (not into a subdirectory) and overwrite SDL.dll when prompted.

Don't try to use a right-click "extract ZIP file here" command, since those are likely to automatically create a subdirectory for you (which, in this case, you don't want) - just double-click it and drag+drop its contents into the Dwarf Fortress folder.

That's what I've tried to do, but it says that if it's installed properly, a console window or something will pop up when I open Dwarf Fortress, which isn't happening. Also, "overwrite SDL.dll?" :-\

911
DF Dwarf Mode Discussion / Re: Challenge: Kobold Fortress
« on: June 19, 2014, 08:14:28 am »
Kobolds'll probably just loot the caravan's shit anyway.

912
DF Gameplay Questions / Re: Cave Adaptation Questions
« on: June 19, 2014, 08:13:24 am »
Alright, thanks.

913
DF Gameplay Questions / Cave Adaptation Questions
« on: June 18, 2014, 08:41:58 pm »
I'm about to begin my first (second, let us never speak of the first) serious fort, and I'm just really confused about cave adaptation in general. Can someone explain what it is and what I can do (if anything) to prevent it?

914
DF Dwarf Mode Discussion / Re: Flasks are mightily heavy
« on: June 18, 2014, 08:07:49 pm »
Would you happen to know the lightest type of flask?
(My guess would be aluminum, but there is much !!SCIENCE!! to be done, and I am not the man to do it.)

915
Does this mean they will be implemented again at a later date?
(Second quote not relevant)
I thought for a second while scrolling down, before I noticed it was my own quote about magical weapons, that the "they" in that quote meant Doritos.
(Doritos would actually be awesome if they were implemented.)
(*Hint hint*)

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