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Messages - Ogantai

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1
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: June 04, 2012, 05:45:31 am »
On my embark, I am unable to use the embark function, but I am able to use friendship and migrants. This a regular problem or am I alone in this?
Embark crashes DF for me also.

2
Are there any settings that make sedimentary layers more likely to occur?

3
DF Modding / Re: Runesmith - A DC like tool
« on: June 22, 2010, 06:30:13 am »
0x517A5D: yeah i made a setting in my program to edit embark party. Unfortunately it crashes if less then 7. Didn't look into it, but my guess that somewhere later (alot?) in the code there is an assumption that party is of 7.

Excuse my complete ignorance on this process but how would you actually go about setting a higher number than 7?
Use cheatengine, artmoney, or any other memory editor.

4
DF Modding / Re: Runesmith - A DC like tool
« on: June 17, 2010, 04:04:45 pm »
find the number for points.

Change the hex into numbers
Add 3711 to the number
Change it into hex
Search
Be happy.

Memory is my thing :)

(Finds number of starting dwarfs)
  :o is this for 0.31.06 only?

In .06, the byte at 0090D664 controls the number of starting dwarves.  Use a debugger / cheat program / memory editor to set it to something between 7 and 255, before entering the "Prepare for the journey carefully" phase of Embark.

Here's a disassembly of the relevant area for those that care:
Spoiler (click to show/hide)
No wonder I couldn't find it, I was assuming it was a 4-byte integer like in previous versions.

Big thanks to both of you by the way.

5
DF Modding / Re: Runesmith - A DC like tool
« on: June 17, 2010, 03:03:27 pm »
I have a feeling that changing that number's going to be above my head.
Hopefully RuneSmith will be able to do that for us then :D

6
DF Modding / Re: Runesmith - A DC like tool
« on: June 17, 2010, 02:50:33 pm »
Where/how do you find/modify that, Ogantai?
From Rick's (sadly unupdated) DF Tweak. The memory locations are in the core.general.xml files in each version folder.

7
DF Modding / Re: Runesmith - A DC like tool
« on: June 17, 2010, 06:32:02 am »
The number of starting dwarves can be changed during embark by a number of tools, though currently not this one. As for adding dwarves while playing, I'm not sure that's feasible tbh.
Unfortunately none of them work with 0.31 (AFAIK) :( I've tried searching for the offset to try changing by hand (it should be somewhere near the starting embark point count, right?) but I haven't had any luck finding it. If you know the location please let me know.
I'd say it's a constant... and as that, it will be part of some instruction in the code section.
In .38c the point count was at 0x007baf5a and the starting dwarves count was at 0x007bbdb5, so I was working off the assumption that they'd be a similar distance from each other in the new version as well.

8
DF Modding / Re: Runesmith - A DC like tool
« on: June 16, 2010, 09:52:56 am »
The number of starting dwarves can be changed during embark by a number of tools, though currently not this one. As for adding dwarves while playing, I'm not sure that's feasible tbh.
Unfortunately none of them work with 0.31 (AFAIK) :( I've tried searching for the offset to try changing by hand (it should be somewhere near the starting embark point count, right?) but I haven't had any luck finding it. If you know the location please let me know.

9
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 04, 2010, 01:41:29 pm »
Baughn, could you please give us some guidance as to what the various modes do? (And which would be more suitable for various circumstances, etc. ) :)

10
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 07, 2010, 03:21:51 pm »
Ive seen alot of mention of dx10 and 11 on this thread...

I really hope dx11 will not be a requirement in the future to play DF, I dont use vista or windows 7 just xp.

Please have support for xp and linux :)
DX10 and DX11 aren't requirements, the only reason they are mentioned is that a card that could support DX10 is required for shader mode. (DX10 itself isn't required for shader mode, it runs just fine on XP w/ DX9 or Linux w/ no DX at all.)

11
DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: February 28, 2010, 04:03:18 pm »
It's possible, but not something I'm going to do right away.

However, the shader implementation does basically that, only with the GPU in place of the second core. It would be possible to build on that work.
Should users expect to see any improvement from SLI video cards?

12
DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: February 27, 2010, 03:17:06 pm »
It's a very *new* extension; it was approved in november 2009. My 8600M supports it, though; try checking for new drivers.

Also, the game will keep working exactly as before if you don't have the extension; the code is conditionalized.
Is Shader mode in the -head version posted today already?

13
DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: February 26, 2010, 02:06:10 pm »
Does the source code repo have a browsable interface (something like cvsweb or svnweb)?  I might be able to narrow it down by looking at the code.
http://github.com/Baughn/Dwarf-Fortress--libgraphics-

14
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 14, 2010, 11:50:39 am »
I don't know if this is already known or not, but I got it crash as follows:

Open farm plot, select summer, select plump helmets, hit enter, select autumn, hit enter. It was hard to see because it happened fast, but it looked like it didn't have any crops selected when I switched.
Known bug, see http://www.bay12games.com/forum/index.php?topic=49102.0

15
The most important routes are from the bedroom to the meeting hall. Then, maybe from the meeting hall to a given point on stockpiles. I don't think pathing to specific objects could be much improved meaningfully.
From the finishing goods workshop(s) to the finished goods stockpile :D (This is about 25% of my forts pathfinding.)

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