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Messages - grotball

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1
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: June 02, 2021, 03:12:44 am »
Greetings everybody, hope yall are doing well.
I'm also getting crashes every time on embark with a fresh download of 0.47.05-r02, in Windows 10, which resolved when i switch to "Print mode: STANDARD".
TwbT has been broken in that way for years, and it's a problem with the tool, not this pack's packaging. Don't embark with TwbT enabled or you'll have a high crash rate. TwbT behaves better after embark (i.e. saving at embark, exiting, changing to using TwbT, and then resuming is much less crash prone).

Thanks, yes understood it's not a problem this pack causes, but it does have TwBT enabled by default.

Yeah this is a pain, I've just painstakingly setup a group of dwarves after finding a site, and keep crashing. Kills the urge to play. It might be best not to make it the default if it's causing frequent crashes.

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Thanks Bumber, in the meantime I just renamed the flute wave file, but I'll have a peek at the XML now. Just renaming/removing the flute wave file meant it fell back to a range of other cancellation sounds.

3
- Soundsense likewise makes for a better viewing experience - however you'll need to disable cancelled task sounds otherwise your stream is unbearable.

Irritating not only on livestreams; any way to disable this full stop? Or actually a threshold would be good i.e. only play that annoying flute blow every x minutes?

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DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 13, 2019, 05:22:45 pm »
So I run de game. I select my texture pack. I create my world. Everything perfect, but when I 'start playing' and embark, it just crashes. Crashes everytime. I cannot start a game on my world. How do I fix that?

Yeah mine consistently crashes on embark too*; I was about to delete everything, but then tried turning on Initial Save in the options. For whatever reason, that prevents a crash (timing issue?).

* Particularly infuriating after spending time finding an embark, naming dwarves and setting up their kit for ages, only to have all that work lost.

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DF General Discussion / Re: What turns you off about DF?
« on: July 31, 2018, 10:44:52 pm »
Personally, my turn off list with DF (but it's free, so, who really cares):

*) Glacial development pace. I understand it's one coder and coding wasn't his former job, but even still. How many years has it been now, and the donations are easily a decent full time salary, so to trot out a few (to me, pretty lacklustre) features every few years, and leave existing, fairly game-breaking bugs scattered around, is annoying to me. Feels ... privileged, even if that's not the intention.

*) Non open source. More a peeve that I think it could be much better if other people were allowed to contribute. I don't personally think his vision is that spectacular that people need to sit back and watch for years while he realizes it. But, his call.

*) Finally, hearing random forumers and posters online when DF is mentioned wax lyrical about how it's 'the most complicated game ever!!!!' and 'truly anything is possible!!!!' etc etc. It doesn't strike me as anywhere near that level of praise, it's emergent properties are fairly rail-roaded. Maybe that will change but I get a bit sick of hearing that particular praise for some reason.


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DF General Discussion / Re: LinuxLNP STABLE - 0.44.12-r01 x64
« on: July 18, 2018, 05:32:29 pm »
I tried out the latest pack, tweaked a few of the common settings (population etc), and installed the MephLite pack, but it's a bit 'crashier' than I'm used to. I first had a hard crash during world gen (not too uncommon in past releases, second time worked OK), but got another crash upon embarking (after spending ages with their equipment!), and various other instability with Therapist - worked OK for a while, then a hard crash - no error logs than I can spot.

I'm not sure if this is a red herring (Linux Mint 18):

[distro_fixes] [WARN] 64bit 'Dwarf_Fortress' on unhandled 64bit OS detected. If you get 'missing file' errors, please open an issue on Github: https://github.com/Lazy-Newb-Pack/Lazy-Newb-Pack-Linux/issues.
[distro_fixes] [WARN] Could not find a 64-bit zlib

Though I'd expect the lack of a zlib library to cause a more consistent crash if not present and being relied on. Might be graphics pack related I guess, I'll extract the bundle and not install that and see if it's a bit more stable.

7
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 23, 2017, 06:50:42 pm »
I'd try another monitor if possible to rule out the monitor being an issue. Then I'd check the GPU card if there one present and make sure it's firmly in. I don't know if it's still a problem nowadays, but if a PC isn't booted very often the CMOS battery can die and need replacing (pretty cheap), and you won't get far into booting without that. Actually I'd just wheel it down to the local PC shop, they generally have all the tools and know-how required (just keep an eye on any disks they clone or suck data off for backup purposes).

There is a bootable Linux distribution called Knoppix with a c/c++ compiler baked in:

  http://www.knopper.net/knoppix/index-en.html

It might be worth burning an ISO to CD/DVD or a bootable USB stick and trying to boot from that to see if the hard disk is fscked (or as another person mentioned try and swap the hard drive from the Linux PC into the Windows one, but fiddling around with things like that can end in tears). I think ongoing it'd be easiest to install the free Virtualbox (virtualbox.org) software on Windows, and create a Linux VM on your main computer... possibly with something like http://clonezilla.org/ to facilitate the disk copying process. But I think it's worth checking the local PC people first before fiddling too much.

Edit: Or there are sometimes "Dial-A-PC" type people in your local suburb that can diagnose PC issues and help out on the spot, which might be better in terms of keeping an eye on the source code/disk.

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Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
« on: July 10, 2017, 09:56:22 pm »
You sound like a genuinely nice guy Amos, but this effort, in my opinion, is wasted. Toady has declared his codebase his own, doesn't want open source contributions. Whilst we can mod it through memory hacks, it doesn't seem like his intention to release control.

There are better games.

Edit: Look to Rimworld for modding support, or any number of other games that emrace outside contributions now. Normally it starts with mods that become popular, the developer realizes it's a good idea, and includes it. This isn't happening, his priorities seem to be on the tedious, and whilst imaginative people say it's the best and most complex game ever, it isn't.

Dude this is the modding board, Toady has next to nothing to do with anything here. Unless you somehow meant Meph?

No, I meant Toady, may have not been clear above I guess. I, like a few others I guess, are keen to mod this game, but all you can do is play around the edges with the raws, or dig into memory hacks/DFHack.

Now that's fine if that's your cup of tea, but it's not much fun when you realize the limits of what can be modded in this game. It was just a heads-up, that passion and keenness is a poor thing to throw a blanket on, but perhaps a 'been there, done that, and got frustrated' kind of reply I guess. Running around finding memory addresses and tweaking things via DFHack, when the author could just expose an API or functions, is utter pain.

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Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
« on: June 14, 2017, 02:54:00 am »
You sound like a genuinely nice guy Amos, but this effort, in my opinion, is wasted. Toady has declared his codebase his own, doesn't want open source contributions. Whilst we can mod it through memory hacks, it doesn't seem like his intention to release control.

There are better games.

Edit: Look to Rimworld for modding support, or any number of other games that emrace outside contributions now. Normally it starts with mods that become popular, the developer realizes it's a good idea, and includes it. This isn't happening, his priorities seem to be on the tedious, and whilst imaginative people say it's the best and most complex game ever, it isn't.

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Masterwork DF / Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
« on: June 11, 2017, 06:13:24 pm »
The bone pot thing makes sense.  I have never done glazing and didn't even thing of doing that.

I have noticed that turning on 'fastdwarf 1' can cause a lot of dwarves to go idle.  I am guessing that dwarves will only take so many jobs in a short period of time before going on break.  Turning off fastdwarf gets them going again.

If you are changing the Masterwork client, can you make it resizable so we can get rid of the sizing issues some are having?

I'm not sure where that option is for resize... I'm not a VB programmer... I've been learning as I dig through what is in front of me.

I think in vanilla VB it's the WindowStyle attribute or perhaps ResizeMode, should hopefully be fairly easy to just allow it to maximize and unhide any hidden buttons (would look a bit ugly but usable). If the source is available on github or gitlabs I could send a pull request if I've got the right IDE etc.

11
I guess I haven't seen the dictionary as an issue to be fixed, or big benefits versus the effort, but I don't tend to play other races either. Swear/vulgar words have popped up a few times in my fortresses with MW, and I find it immersion-breaking and not particularly hilarious (coming from someone with a pretty foul mouth), but I can see how some people find humour in it/youtube lets plays etc. I'd at least make those opt-in.

12
Masterwork DF / Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
« on: March 24, 2017, 07:06:15 pm »
okay grotball, I don't have any experience with DT.  I've not really used it since 42.06, I  prefer to use autolabor for most skills (just because I don't want to run around selecting units) disabling for skills that matter to me.  Then use the DFHack DT under u->l fro them.  If you come across anything useful send it to me, I'll add it in if it works.

I might familiarize myself with autolabor; I had a bit of a look at DT, I think we can provide an override game_data.ini under DwarfTherapistInstall/share/game_data.ini, and then map the [professions] and [labors] sections appropriately with skills, but I'm yet to find what the mappings should be. I might set them manually in DF and see what happens in the GUI and go from there. Possibly it might be in the caste.cpp DT code when it's looking at what skills to display for castes (it's suspicious it lists two skills for Carpenter caste when there are four enhanced skills > 100 pc rate).

13
I'm trying to customize the skills for a version of Masterwork (http://www.bay12forums.com/smf/index.php?topic=163261.0), where should the game_data.ini go on Windows? Is it somewhere under the %APPDATA%/UDP folder?

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Masterwork DF / Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
« on: March 23, 2017, 09:53:46 pm »
Actually I don't think DT needs a recompile, just a new game_data.ini and possibly grid stuff (based on a quick squiz at http://www.bay12forums.com/smf/index.php?topic=132010.0).

I haven't played around with DT much in this regard, I'll have a fiddle and see if I can find that file and get the mappings correct (docs say it should be under %APPDATA% somewhere).

15
Masterwork DF / Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
« on: March 23, 2017, 09:40:45 pm »
My fix for More Leather is just to disable it at this stage, I can live with one unit per corpse. Presumably the mod would be easy enough to fix up but I guess they currently patch in some incorrect material templates or something like that and it doesn't match MW ones.

I think in previous versions of Masterwork, Dwarf Therapist had to be recompiled for the new skill names and things. The one bundled with this will show something like this for e.g. Mason caste dwarves: These dwarves gain a significant XP bonus for Mining, Carpentry and Metal Smithing whereas it should be Masonry etc. The castes in the raws look OK, not sure if this makes DT unusable.

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