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Messages - bartavelle

Pages: 1 ... 13 14 [15] 16 17 ... 25
211
DF Gameplay Questions / Re: Getting Fell moods with dwarf companion
« on: July 01, 2008, 03:40:02 am »
The advice from Hague is exactly what should be done to make sure a certain dwarf has a mood for sure. I would script it however, as it can get really tedious with a lot of dwarves ...

Nobles can't have moods, and fell mood, as explained, only happen with unhappy dwarves.

It might be possible, by scripting dwarf companion or by another mean, to set a random dwarf to a macabre mood. You might have noticed professions like "mood XXX" as the occupation of moody dwarves. While most moods seem to use the material list, the macabre mood should not. By altering the current occupation to the proper mood, you might be able to generate arbitrary fell moods. However, you might also need to alter the job characteristics (or unlink the job?), which is still way out of DC capabilities, and, I suspect, current knowledge of the game engine.

212
DF General Discussion / Re: Dwarf Companion
« on: June 30, 2008, 02:53:28 am »
For now faction is based on "civilization id" and race. However, for civil wars stuff i believe race is what matters, so you would need to create a new dwarf race and change the race of all the guys you don't want to control.

213
DF Suggestions / Re: Use SSE
« on: June 26, 2008, 04:39:38 am »
SSE is good for scalar operations, not floating point operations. The problem is that compilers aren't most of the time smart enough to decide if code could be converted efficiently, so it has to be done by hand.

Moreover, most "professionnal applications" using these instructions are trivial to vectorize (image and sound processing, for example), whereas the biggest time sinks in DF are likely to get a lot more benefit from an algorithmic optimization than from a local optimization.

214
It should be noted that this doesn't really remove them from fortress guard, as they are still in the fortress guard list. I wanted to do this the other way around : adding people to the fortress guard, but their squad affiliation would not move. It would require more reversing to achieve that effect ...

215
DF Suggestions / Re: Knockback: Slight alteration to combat model.
« on: June 23, 2008, 08:28:21 am »
Sounds like a very good idea to me. It might be useful to have a vertical component to knockback : huge creatures would stamp you on the floor while small strong creatures might send you up.

216
DF General Discussion / Re: Dwarf Companion
« on: June 23, 2008, 02:02:59 am »
I have no problem whatsoever with modification of the program. As I no longer really maintain it (at least till next version), you can just modify it and post a link on the main wiki page.

217
DF Modding / Re: Recommended Hex Editor?
« on: June 23, 2008, 01:59:09 am »
What you want is a debugger, as hex editors are file editors. OllyDbg is free and well known. IDA PRO 4.9 is also downloadable and will help you tremendously once you have learn asm.

218
DF General Discussion / Re: Dwarf Companion
« on: June 20, 2008, 09:52:16 am »
Actually, if there are no changes in the specific functions that the tool is looking for, and in the creature structure, it should work without modifications.

One can hope!

219
DF General Discussion / Re: Dwarf Companion
« on: June 18, 2008, 03:26:56 pm »
DC can live everywhere without trouble. Seems like it's a ME miscompatibility (for information, it doesn't work with win 2000 too ...)

220
DF General Discussion / Re: Dwarf Companion
« on: June 18, 2008, 02:38:51 am »
You need to have a recent GTK version, old versions WILL conflict if they are in a systemwide zone.

And I have no clue about winME, didn't thought it was still out there ...

221
DF Modding / Re: Updating Rick's Utilities
« on: February 08, 2008, 03:31:00 am »
Copy/paste my offsets, if that helps :
self.version = "v0.27.169.88a"
self.off_vec_maincreatures =   0x01450E98
self.off_x_width =      0x014929E4
self.off_y_width =      0x014929E8
self.off_z_width =      0x014929EC
self.off_map_data =      0x014929CC
self.off_race =         0x014943B4
self.off_metals =      0x014943A4
self.off_lang =         0x014944D4
self.off_moodtime =      0x01271E02
self.off_playedrace =      0x01271E10
self.off_economy =      0x012646CC

222
DF Modding / Re: Question about weapons
« on: February 06, 2008, 07:16:00 am »
You can't mod that easily, it's hardcoded.

223
DF Modding / Re: Pointer Hacking
« on: February 05, 2008, 12:16:00 am »
You can add some letters as long as the padding is right. The problem is that it's very likely that some parts of the source looks like:

#define SMELTER "smelter"

function(SMELTER, sizeof(SMELTER));

you'd have to update all the sizeof(SMELTER), which you have no insurance of finding automatically.


224
DF Modding / Re: Pointer Hacking
« on: February 04, 2008, 06:08:00 pm »
If your text has the same size it might work. But at this rate you'd better just edit the .exe with a hexeditor.

225
DF Modding / Re: Feature questions
« on: January 13, 2008, 04:09:00 am »
And you can alter the artifact name here, but it will only affect the "creator of xxxx" sentence, and not the real artifact name!

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