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Messages - Max™

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9676
DF Dwarf Mode Discussion / Re: Little funfact about dead dwarves
« on: October 26, 2014, 06:14:40 pm »
Speaking of which, I was trying to copy the save over to a new folder to see if I could get .14 working and apparently saved over the original with the only backup being nearly a year and a half before my last post there...

9677
DF Dwarf Mode Discussion / Re: Your longest fort?
« on: October 26, 2014, 08:34:36 am »
It's not the length of the embark, it's what you do to goblins with it.

9678
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 26, 2014, 08:30:16 am »
Crap, I removed that folder since it was such a mess, so I didn't grab the log.

Worth noting that while I haven't gotten it working with dfhack yet, I was able to get the new libgraphics.so working after doing the explort ld_preload /user/lib32/libz.so.1 workaround for regular ./df launches, which is why I tried to use the old graphics.so, and it did fix the keybinds problem. Litle sleepy so I'll try to put it together and get ./dfhack to work the same way if I can later, using the added md5 table and linking to the zlib, assuming it doesn't get updated before I get back on anyways.

9679
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 26, 2014, 12:15:06 am »
[thefunk@archenstein df_linux]$ ./dfhack
Gtk-Message: Failed to load module "canberra-gtk-module"
Loading bindings from data/init/interface.txt
Resetting textures
TWBT: version 5.27
TWBT: no display patch

./dfhack: line 43: 22368 Segmentation fault      (core dumped) setarch i386 -R env LD_PRELOAD=$PRELOAD_LIB ./libs/Dwarf_Fortress "$@"

[thefunk@archenstein df_linux]$ ./dfhack
Gtk-Message: Failed to load module "canberra-gtk-module"

ARGH, SO CLOSE....

I gave symbols.xml the right md5 in a new symbols table and it got that far, I've got gcc 4.9.1 already, but I haven't had more luck than getting twbt to start trying to load like that and segfaulting out.

9680
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 25, 2014, 09:02:06 pm »
Ahhh, that explains the keybinds, good to know, I'll poke around with it in a bit, and try the mdf5 fix, thanks!

Hmmm, switching to the libgraphics.so that came with it breaks it, just spams me with the libstdc++.s0.6:version 'GLIBCXX_3.4.20' not found (required by ./hack/libdfhack.so) messages and then the canberra-gtk-module, but it did try to load the right bindings, though they weren't actually right in the save I loaded, but that's not unexpected given how sloppily I put everything together atm.

When I get back on I'll try it with a fresh df, fresh dfhack, and put the right md5 in there, and then update the keybinds by hand.

This too, which was new to me, looks like the fruit gathering stuff keybinds, but the openal thing I've never seen before.
Code: [Select]
Sound devices available:
OpenAL Soft
Picking OpenAL Soft. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Perfect OpenAL context attributes GET
Loading bindings from data/init/interface.txt
Unknown binding: CIVZONE_GATHER
Unknown binding: CIVZONE_GATHER_OPTIONS
Unknown binding: CIVZONE_GATHER_OPTIONS_PICK_TREES
Unknown binding: CIVZONE_GATHER_OPTIONS_PICK_SHRUBS
Unknown binding: CIVZONE_GATHER_OPTIONS_GATHER_FALLEN

9681
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 25, 2014, 08:39:14 pm »
Linux, I didn't remember to check the symbols, I'm just using the dfhack40.13.tar.bz I think.

For clarity, I dled the linux version from the bay12games site, grabbed a fresh dfhack40.13 from the front page here, and the twbt linked from the spacefox thread (5.27 I think) and put them together as usual, copied over the graphics, objects, art, and init/d_init, tried to use the old and new interface but both broke, though I did have to replace the libgraphics.so with the working one from my 40.13 game along with adding in libpng.so to fix the canberra-gtk-module thing.

Oh, weirdly enough it spams me with libpng warning: iCCP: known incorrect sRGB profile if I try to start with ./df instead of ./dfhack, but yeah, looks pretty close to being fixable since it does load up, probably just needs the dfhack compiled against the right version?

9682
She was one of the happiest dorfs alive(?) at the time, only the two most recent artfact creators had her beat, but she didn't seem to be concerned about her prior convictions for her own murder(s).

9683
DF Dwarf Mode Discussion / Re: Little funfact about dead dwarves
« on: October 25, 2014, 08:32:23 pm »
It's all good, but yeah, they're definitely not how I expected, I was certain her body would reanimate, but it was intact completely so I figured that the upper body was still tagged as needing her soul, which was already taken.

Have you gotten duplicated dorfs before, has anyone?

Saw your edit, guess that means no on the duped dorfs, I was expecting amazingness to take place if it happened, like everyone turning into Nish, or their boiling points suddenly changing and everyone explodes or freezes or both, but nope, she just went back to work, admiring the weapon rack made out of her bones with everyone else.

9684
DF Dwarf Mode Discussion / Re: Little funfact about dead dwarves
« on: October 25, 2014, 08:14:14 pm »
Well, having the body sit in a reanimating biome for multiple seasons in the exact same square where I've had numerous other creatures reanimate seems improbable, as I've got other creatures reanimating, have cleared them to make sure it isn't due to there being too many things on the map, all I can figure is that due to Nish being alive and running around her corpse won't reanimate as well, and similarly her ghost won't get up while she is.

Edit: though apparently her ghost can get credit for kills she made... but yeah, I don't mean that the science was reanimating her, that's well known, I meant figuring out what the game does with regards to having dorfs interacting with their own reanimated corpses, wielding artifacts made from their bones, being charged for their own murders, and so forth. A lot wasn't really unknown, but it was to me, and it was fun to figure out since I initially didn't expect the skeleton to be left behind at all, heck, I wasn't even completely sure that toggling the flags off would get me a normal behaving dorf rather than a weird zombie.

9685
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 25, 2014, 08:04:20 pm »
Well, out of curiousity I tried to whip up a slapdash combination of the new df with this dfhack and the most recent twbt, it loads up ok but it doesn't give back the terminal to use dfhack commands, and the keybinds are all weird (l for announcements, f3 for pause/resume, s for artifacts?) but it DID load up the overrides properly though twbt didn't work either.

9686
DF Dwarf Mode Discussion / Re: Minotaur labyrinth?
« on: October 25, 2014, 07:12:09 pm »
Less effective than a hatch, because bridges fling stuff randomly.

9687
DF Dwarf Mode Discussion / Re: Little funfact about dead dwarves
« on: October 25, 2014, 07:07:05 pm »
Well, from my Nish experiments I can say that the soul is definitely not tied to the body, but reanimated corpses which are complete enough that they would show up as "Nish Shamelorbam, Zombie Miner" or whatever can't be reanimated while the Ghostly Nish or un-undead Nish has been brought back to life.

Having the skeletons and mangled corpses sitting in a reanimating portion of the map for looooooooong periods of time results in nothing, because the zombie Nish can't exist while the soul is claimed, sadly.

I didn't try to chop her hair or hands off before reanimating... yet

9688
Well, that went about like I expected... for the most part.
Spoiler (click to show/hide)
Everyone was outraged about this of course.
Spoiler (click to show/hide)
I realized I hadn't checked the steel artifact axe I had Nish dual wielding along with the crossbow made of her own bones... and found that the elf she killed with it was KILLED BY HER GHOSTLY SELF SOMEHOW....
Spoiler (click to show/hide)
Wait what? The Ghostly Axe Lord stands up?
Spoiler (click to show/hide)
Oh sheeeit...
Spoiler (click to show/hide)
*checks unit list, goes to follow Nish on her ghostly rampage*
Spoiler (click to show/hide)
....this is not what I expected at all. I have the weirdest boner right now.

Hmmm, let's see how the tantrum spiralfail is going, maybe if I chain that zombie ewe wool up in the party room it'll help.
Spoiler (click to show/hide)
Nope...
Spoiler (click to show/hide)
Seriously?
Spoiler (click to show/hide)
Hmmm, as you can see the last two artifacts are ecstatic, everyone else is pissed but for some reason not actually tantrumspamming me yet... royal bedrooms and wonderful engravings everywhere help a lot apparently.

I wonder if I can bring Nish back as a zombie...
Spoiler (click to show/hide)
NISH YOU ARE THE WORST ZOMBIE EVER, NOT EVEN EATING PEOPLE? COME ON!
Spoiler (click to show/hide)
The cold cases list keeps getting weirder.

...after making it to autumn (glad I made a backup save >.>) I still had no full on tantrums so I said screw it and pulled the FTW levers.... all of them.
Spoiler (click to show/hide)
It finally crashed just after the last screenshot.

So yeah, the old corpses wouldn't reanimate because ghostly nish was waaaaayyyyy off the map but active (pos was like 56, -27856, 36?) but when I reanimated as a zombie and moved to 56, 1, 36 she just headed back in like nothing happened, though her thoughts said "sustained major injuries recently" from before her death, so that's interesting. I put her back in charge of her squad and then said screw it all and uncorked the magma for the party.

9689
DF Dwarf Mode Discussion / Re: DFHack help
« on: October 25, 2014, 05:19:46 pm »
Does it work right? I haven't had any luck but I was trying older ones I think.

9690
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 25, 2014, 10:54:32 am »
Shameless advertising:

z+0:

======
||3 3 3|| < - 3x1 ramp here
..|| 3 || <- fortification
..|| 3 || <- fortification
..|| 3 || <- just a floor
..====

Z+1:
...|| # ||
.=|| # ||=
|| 3 3 3 || Make them enter through the sides and path through the ramps to get inside
# # $ # # Screwpump here pumping south
.=|| $ ||=
...|| 3 || leave this open or put a grate or whatever you like
...====

Pow, dorfwash, queue a pump job once it gets gunked up and let it settle back down, fill it with a pond zone or clever liquid logic if you have a good source available, and you can secure it with doors or bridges or hatches, however you like.

Spoiler (click to show/hide)
Tons of gunk and blood and goop on the outside, blood washed off on the ramp as you can see, but the stairs and inside are only messy from sun-sick dwarves barfing all over the place.
Spoiler (click to show/hide)

Fantastic for zones where your dorfs get rotting flesh from being outside.

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