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Messages - Kromtec

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31
Newest version doesn't seem to be working.

Loading the xml file in gives a popup saying "There was an error loading this XML file! Do you wish to attempt a repair?"


Selecting yes gives a Microsoft .NET Framework Exception: https://pastebin.com/5eTxq3EQ


If you select continue the program does nothing and never loads the legends file.

The XML files I used along with my world gen parameters can be found here if you need them: http://dffd.bay12games.com/file.php?id=14913

The ZIP you provided only includes the two XML files.
To look into your problem I need all of these files:

Code: [Select]
regionx-xxxxx-xx-xx-legends.xml
regionx-xxxxx-xx-xx-legends_plus.xml (if you have this file)
regionx-xxxxx-xx-xx-world_history.txt
regionx-xxxxx-xx-xx-world_map.bmp
regionx-xxxxx-xx-xx-world_sites_and_pops.txt

Did you give your dwarves custom names that include special characters? If that is the case, your problem could be this bug.

32
New Release 1.20.03!

Download here!

Source!

Changelog:
Code: [Select]
# Bugfixes + some updated event texts

### Enhancements
- updated "assume identity" event
- updated "hfs formed reputation relationship" event
- updated "artifact claim formed" (THX Shonai_Dweller)
- since 0.47.01 there are lots and lots of battles in every world, what causes long loading times
  - I started to clean up the code that parses this "battle" event collection data, so it should be at least a little bit faster

### Bugfixes
- crash fix for books with no author and site (THX Evilguards)
- crash fix when reading battle event collection data (THX clinodev and Silverwing235)

**Note:**
Use 'exportlegends info' or 'exportlegends all' of [DFHack](https://github.com/DFHack/dfhack/releases) to get lots and lots more info and less UNKNOWN data. The new legends_plus.xml features require [DFHack](https://github.com/DFHack/dfhack/releases) which is usually included in the Lazy Newb Pack for exporting the additional XML file!

@Evilguards The book that caused the crash is called "The Necronomicon" and has very incomplete data in the XML. Is this from a mod?  :o

33
47.03 world.
Up until this world I hadn't noticed much loading speed difference. I've made quite a few 47.03 worlds now. This was the first one I tried with Dfhack though since 44.12.

If you provide the zipped export files, I can try to look into what causes the long loading times.

34
Was this world created with 0.47.03 or is it older?
I ask because there was a bug in the .01 and .02 versions that led to lots and lots of battles and huge amounts of deaths. Resolving all these events was a big performance issue when parsing the XMLs, especially the battle event collections.

Loading an export from 0.47.03 will be slower than from < 0.44.xx versions, because there is a lot more information now, but it should not be that drastically slower as you described.

35
Ups, the link to DFFD still pointed to the old 1.20.01 version.

Fixed now 1.20.02!
Download here!

36
New Release 1.20.02!

Download here!

Source!

Changelog:
Code: [Select]
# Support for new DFHack features: creature raws, secret identities, rivers
### Features
- read creature raws from legends_plus.xml (THX @PatrikLundell)
  - use creature raws for correct singular and plural names of races (like the new horrible experiments and various others)
- read secret identities of historical figures from legends_plus.xml
  - show identity in "assume identity" event
  - show list of secret identities on historical figure pages
- read information of rivers from legends_plus.xml
  - new tab in the Geography tab, with a list of the rivers of this world
  - a page for each river that shows its name and the location on the map
- new DF 0.47.xx Events
  - sabotage
  - battle fought
- new entity types
  - guild
  - militaryunit
  - merchantcompany

### Enhancements
- updated old events
  - artifact found
- added new "religious" link between entities

### Bugfixes
- updated README.md, start page and various other locations and removed a hyperlink that led previously to a site where the lazy newb pack was hosted and leads now to a phishing site :grimacing:


**Note:**
_Use 'exportlegends info' or 'exportlegends all' of [DFHack](https://github.com/DFHack/dfhack/releases) to get lots and lots more info and less UNKNOWN data. The new legends_plus.xml features require [DFHack](https://github.com/DFHack/dfhack/releases) which is usually included in  the Lazy Newb Pack for exporting the additional XML file!_

@PatrikLundell Thanks for the creature_raw section in the legends_plus.xml. I only use creature_id, name_plural and name_singular for now, but I am sure all the other information will come handy in the future!  :D

37
By the way, another modded species *does* appear as civilized and shows up normally.

Have you read my previous answer to you?

It is exactly the same problem as stated in my reply to Shonai_Dweller. I have no reliable way to map the Civilized World Population list to the race identifiers in the XML file and I have no information about tags like [INTELLIGENT] or any others in the exported files.
For Example:
Code: [Select]
Civilized World Population

9385 Dwarves
17448 Humans
11963 Elves
75109 Goblins
278 Kobolds

Total: 114183

From this part of the export is my information about which races are "civilized".
The problem is that these race names are in plural and in the XML a definition of a historicalfigure looks like this:
Code: [Select]
<historical_figure>
<id>93</id>
<name>etur</name>
<race>DWARF</race>
<caste>FEMALE</caste>
        ...
So i have to connect that DWARF is related to Dwarves, which is simple for a human but is not so trivial in code.
And as soon as there are races like CAMEL_1_HUMP_MAN, it is impossible to automatically connect to a human readable string (that is additionally in plural) without hardcoding every relation.
That is why I filed this issue in the bugtracker and hope that Toady puts the races with singular/plural and identifier somewhere in the exported XML.

To clarify:
I have an algorithm that tries to connect the RaceId (CAMEL_1_HUMP) to the human readable plural string (one-humped camels).

This algrorithm succeeds in >90% of the cases if it can follow simple rules like in the case of humans:
HUMAN -> human -> humans (add an "s")
DWARF -> dwarf -> dwarves (if it ends with "f", replace with "ves")
ELF -> elf -> elves (same rule as with dwarves)

But if the RaceId can not be brought into the plural form with a simple rule, the algorithm fails.
CAMEL_1_HUMP -> camel one hump -> camel one humps (it replaces underscores with spaces and single numbers with the word for this number)

So it looks as if one of your modded species can easily be transformed to the correct plural form and the other not, given that both appear in the "Civilized World Population" list of the regionx-xxxxx-xx-xx-world_sites_and_pops.txt file.

38
Is it another variable from the export you don't know the exact meaning of?
Exactly!  ;D

For now I only encountered these two distinctions with five new types (love, respect, trust, loyalty and fear) and the range of the strength for the new types is -100 to +100.
Older types like "friendly" or "information source" only have positiv values, if I remember correctly.

39
Hey I wanted to ask what the percentages after certain entries mean. For example stuff like Related Entities: The Holy Coal of  The Boat of Sweltering (Member 1%) or Worshipped Deities: the dwarf deity The Lavender Mother, Deity (99%). I assume it has something to do with the closeness of the relationship, but where is the percentage coming from exactly?

It is the strength of the relation, a value between 0-100.
Because of the range between 0 and 100, I chose to write the percentage symbol. Maybe not the best choice?
For worshipping deities, legends mode translates the value to a human readable string like "an ardent worshipper of The Lavender Mother", but I have not had the time to look into which subrange belongs to which string.
For membership in an entity, legends mode does not display the value at all.

What it exactly means and what the implications in the game are, you have to ask Toady.

40
Not yet... The script relies on a field that happened to get lost during mapping (and it has moved anyway), but has been recovered as the result of a bug report. The bug fix for that was accepted an hour ago or so, but with that fixed the script ran on my system, both with and without my addition. Thus, it should work with the next DFHack build.
I haven't made a pull request for the script change, as I wanted to hear your "review" comments first, and the script hasn't been modified for new things in 0.47.X. I'll make a pull request for a script change shortly, but adding new things is a bit beyond me, as I don't know what needs to be added and where the standard XML export is sufficient.

I am very exited to get my hands on your addition. Looks like this has everything in it I hoped for, and would solve a lot of issues.
I still hope Toady puts something similar into the vanilla export, because it will be a little tricky to simultaneously support a mechanism (that works at least as good as currently) for people that do not use DFHack.
But I already have an idea how to do it without maintaining a lot of redundant code.  :D

41
What do you think about this? I simply exported every creature_raw with id, names, and all flags ('cause it's easy to iterate over all of them, and it saves the task of picking the ones needed, and adding missed ones later).
I placed it before sites as the data is sort of world gen ("sort of", as I suspect failed experiments are actually generated during history).

Spoiler (click to show/hide)

The complete file is too large to be posted, so I just provide the section before (unchanged) and the proposed new stuff.

Wow, really cool! Is there already a version of the script that works with dfhack alpha0 and does not crash?

42
Sounds like the set of races to be considered civilized and potentially civilized (i.e. in the entity_defaults and potential heroes [if I remember correctly], respectively) ought to be candidates for the DFHack plus XML set, which ought to contain both the singular term used in the regular XML and the plural needed for the summary (I believe both are easily available from the creature data structure, with the first being the creature_id and the second being the plural index of the name, and while at it I'd suggest exporting the singular string as well, for potential future use).
Exactly, a combination of these three properties (identifier, singular and plural string) would be awesome!

43
What could cause my modded species to be displayed under "Other Populations" instead of "Civilized Populations" in their own civ screens? They have [INTELLIGENT] and [BENIGN] and all.
It used to be that only the civ building races showed up there, while animal peoples, gorlaks, etc. showed up under other. I haven't tried the later versions (because I haven't played at all), but assume that to remain the case.

Note that "I've modded stuff and now things don't work as I expect" questions are better asked to modders than to tool providers who may have enough trouble keeping up with vanilla, and then you'd presumably have to provide the whole modded part so they have a chance to find the mistake/issue.
Once you and/or your friendly modder support has figured out a probably reason for why it doesn't work and you think that's a tool bug/deficiency, you can come back to the tool provider with an exact description of what doesn't work (and why it ought to, if it isn't obvious to non modders as well).
It is exactly the same problem as stated in my reply to Shonai_Dweller. I have no reliable way to map the Civilized World Population list to the race identifiers in the XML file and I have no information about tags like [INTELLIGENT] or any others in the exported files.
For Example:
Quote
Civilized World Population

   9385 Dwarves
   17448 Humans
   11963 Elves
   75109 Goblins
   278 Kobolds

   Total: 114183

From this part of the export is my information about which races are "civilized".
The problem is that these race names are in plural and in the XML a definition of a historicalfigure looks like this:
Quote
   <historical_figure>
      <id>93</id>
      <name>etur</name>
      <race>DWARF</race>
      <caste>FEMALE</caste>
        ...
So i have to connect that DWARF is related to Dwarves, which is simple for a human but is not so trivial in code.
And as soon as there are races like CAMEL_1_HUMP_MAN, it is impossible to automatically connect to a human readable string (that is additionally in plural) without hardcoding every relation.
That is why I filed this issue in the bugtracker and hope that Toady puts the races with singular/plural and identifier somewhere in the exported XML.

44
If you get an error/crash please upload your exported files as a ZIP to DFFD.

The files that I need to test things are:
Code: [Select]
regionx-xxxxx-xx-xx-legends.xml
regionx-xxxxx-xx-xx-legends_plus.xml (optional, as soon as DFHack is updated)
regionx-xxxxx-xx-xx-world_history.txt
regionx-xxxxx-xx-xx-world_map.bmp
regionx-xxxxx-xx-xx-world_sites_and_pops.txt

45
Is the lack of Experiment names (Hfexp58691E Hum 1, etc.) something only DFhack can fix?
Also, Night Trolls (and I guess Bogeymen in there somewhere?) are referred to as "night creature" in the historical figures filter list. But experiments are "night creatures" too and they are listed separately (under code names mentioned above). Maybe want to rename this category?
I already filed an issue about that. DFHack definetly makes things with the races clearer, but I hope Toady exports race names (singular and plural) in a separate section of the XML.

Finally, "hired as a scout" is missing for historical figures (requires DFHack?).
I think that comes from the additions to the "battle" event collection. DF Legends Mode has event entries related to battles that are not exported as typical events.
But the information for these entries is in the collection, so I think I will implement some custom events that are not parsed from the XML but created directly from the "battle" event collection.

Oh. did I mention, I think I did, that Legends Viewer is my absolute favorite DF util? Just thought I'd better mention that again as I start listing criticisms. :)
Thanks! Always glad to hear that!  :D

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