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Messages - GFXiNXS

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106
I have no idea why this would be a problem, but - Aclyatne, I tried your init file and got stumped at that point too. Comparing it to one of my init files, nothing was out of place.

The only thing I could find was "[FPS:YES]" was different. And what do you know. Turning it to "[FPS:NO]" had it generating everything fine.

Soldats, I noticed you had FPS set to YES too, can you guys try turning it off for my verification? I'd greatly appreciate this.

107
The problems that people have been getting are caused by wrong lines of data being retrieved from the Dwarf Fortress init.txt. This basically means my program has been retrieving the wrong colour information, tile dimentions etc.

This new update forces the scan and retrieval of specific strings/variables and should counter those problems.

For those having trouble in Vista, this may not necessarily counter your problems as I have yet to test on that OS. Each OS has a different offset for the X and Y coords within your window space. This program runs the numbers to find these values, and I know this works on XP and Win7. Vista is not readily available to me and thus makes testing on that OS harder. Basically, if Vista is recieving the wrong offset values, the program scans the wrong portion of the screen and the loop doesn't break.

Again, my apologies for the inconveniences :'(

108
This is a cheap fix, but it should work, Samus1111111. Copy it line for line. Select the lot and paste it in your init. All your settings are there.

Spoiler (click to show/hide)

I have Identified a few circumstances where the world will log a site found under the wrong conditions. Looking into it. I'm having a good run of luck with this one :)

And this is why artists shouldn't program.

109
Yeah, the problems seem to be stemming from slight variations in the init files that aren't pertaining to the variables. Looks like I'm going to have to run specific scans on everyone's init files for potential problems. It shouldn't be too hard, nor should it take too long.

110
A temporary fix for you. I'll have it sorted officially soon :)

I used a hard coded method of getting the colour values so as to bypass the F9 error in the predominant number of cases. Doesn't like those spaces between your colour values it seems. I'll get this sorted.

This is identical to your current init, only that the spaces are taken out between the colour values.
Spoiler (click to show/hide)

111
Yeah, the idea for that one is that once it finds the desired location, feature-wise, it regens it with different history seeds till it coughs up the goods.

112
Found the problem to everything. It'll take a bit to patch up. Stupid mistake that wasn't all obvious. I kept looking for mistakes in my code, when the problems were exterior factors.

EDIT: This should be handled. I have tested this in every possible scenario available to me. It works every time. Now, hopefully, I can move on to actual further development (and bugs that people encounter after the program actually works).

113
Yeah, the program only closes upon finding the desired location. It's rather persistent like that.

Having to restart before running again seems wierd to me. There is nothing in there that should make that happen and I believe this is the first reported case of this happening. I'll look into it though.

EDIT: Ok, I think I may have found the problem. I'll get on top of it in a couple of hours time.

114
Yeah, the damn thing is driving me nuts. I might try the opposite approach to what I've previously been trying. Rather than broadening my search and making it more generalised I might clamp it down and make it more restrictive. See if it can swallow that.

Again, at work (with a work experience kid not too far off keeping me from deviating from my regular routine work), so there'll be a good number of hours before I can try this.

115
Ok, I'm putting a new version out that will hopefully counter the dreaded F9 bug. All screen scans are now overly generalised to the point that nothing should get by (whilst still remaining accurate). This doesn't seem to impact performance in any noticeable way.

Good luck - I think it's time for me to grab a beer.

116
Alright, seems vista is my bane. I am working on win7 and have tested it on xp with the normal version, altered tileset with a different colour scheme and also with the Mayday DFG and it worked each time. I do have access to a Vista computer, but not for at least another 9-10 hours when I get home from work.

Technically this should work with 40d+. Each OS seams to have a window title bar of varying heights which interferes with coords on the screen; I have inbuilt a mechanism to overcome this, though obviously the mechanism is running afoul in vista. Or maybe it's a 64-bit thing.

Sorry guys. I'll try and get on top of it as fast as I can. Are there any people here with tales of success?

117
Yeah, it sounds like you may have black space on, and that your grid width may be wider than 80 tiles. If this isn't the case, could you put your init into spoiler tags? It would be of great help :)

This would have the program scanning the wrong section of the screen. The scans before that are fairly generalized, but that one is quite specific.

In the upcoming version, I'll try and broaden these as much as possible to overcome these problems.

118
Main directory being that the UltraFinder.exe and UltraFinder_Init.txt must be in the same folder as Dwarf Fortress.exe.

This needs to be the case since UltraFinder reads directly into /data/init/init.txt to get all your tile specifications and so forth so it knows how to interperate what is happening on screen.

As for the no larger than 80 tiles wide, that basically means in your Dwarf Fortress Init.txt file (data/init/init.txt) the [GRID:80:25] is what you are looking at. The value on the left must be no larger than 80.

And just another warning. I know I put it everywhere, but be sure to clear your region folder and back them up to another directory. This program will clear out that folder as it is running a search and you will lose any data in there. I'm thinking the newer version of this should have a warning prompt pop up the first time you run the application.

Edit: Also, the number of questions being asked hints that I should include a more tangible ReadMe file ::)

119
If I try to start it without DF open it says:
Spoiler (click to show/hide)
-snip-
My "World" is set to 0 and I made sure to put Yes instead of YES
-snip-

First thing first. That basically means it's having a hard time finding "Dwarf Fortress.exe". If your executeable is titled anything but that, it won't know what program to run. Also, is UltraFinder and its init in the main directory?

Second thing second. With world 0, it should jump past the world screen in a flash.

Try increasing the key delay. The program might be pumping out key presses faster than your setup can handle. Also try setting  it to a different world number and see if that gives you any luck.

I apologise for the troubles. This all helps me weed out problems though, so I'm appreciative. I may put some placeholder delays in after the screen change detection. This may help as the otherwise instant response might just be cutting it too close.

Is this supposed to gen multiple worlds, or just go through world gen once and kill off all the non-optimum worlds?

As of current, this generates a world, if it doesn't find what its after, it generates another and another and another x9 then clears the directory and starts over.

Basically this thing will run indefinately until it finds what it is after.

120
Technically it should start genning a world within 50 milliseconds (not a whole lot). Have you tried running without DF open? If so, what happens then?

Does the "press F9 to continue" screen come up at all, or is the program bypassing that automatically? If it gets past the F9 screen there should be nothing barring it from taking off.

Also, in the UltraFinder_Init.txt, what number is your "World" set to? Anything greater than 5 will throw it off completely.

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