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1
Talk about power of posting.... I found a/the solution. Here it is in case anyone else runs into this...

I googled about and found this: http://www.planatechsolutions.com/xlpfaq/Q0013.htm

Which, coupled with the error info, led me to open up src/laboroptimizer.cpp and add #include <algorithm> to the includes, so that the includes at the top look like:

Code: [Select]
#include "laboroptimizer.h"
#include "dwarftherapist.h"
#include <algorithm>

I then re-ran qmake/make and that seemed to get me beyond this issue. The basic problem was that this error was preventing compilation from succeeding, hence no DwarfTherapist executable.

2
DF Modding / Re: Splintermind-attributes (dwarf therapist) on linux
« on: December 03, 2012, 02:14:34 pm »
I got it to work, but it was a bitch, gathering info from many threads.  Here's what I did on Ubuntu 12.04

1) install dependencies (not sure if need all of these... possibly there are others u need too that I already had installed):

$ sudo apt-get install debhelper libqt4-dev buildessential checkinstall mercurial

2) grab it

$ hg clone http://code.google.com/r/splintermind-attributes/

3) cd into the splintermind-attributes folder

4) build it (takes a while)

$ qmake

$ make

$ sudo make install

5)  run it

$ sudo bin/release/DwarfTherapist

6) if you get an error about a log, try this

$ mkdir bin/release/log



That worked for me

One thing that tripped me up is you need to run it from the main folder... if you cd into the release directory and then directly try to run 'DwarfTherapist' you get an error

Thanks for these instructions, they have helped me make some progress in accomplishing this...
I haven't quite got it working, though. Everything seems to work somewhat well, except when I try to run it it doesn't work because there is no DwarfTherapist file in bin/release/

I noticed some sort of error when I ran make. I apologize for my lack of knowledge about any of this...
Do you think you could offer some guidance?

Code: [Select]
**@**:~/splintermind-attributes$ sudo make install
g++ -c -m64 -pipe -O2 -Wall -W -D_REENTRANT -DQT_WEBKIT -DQT_NO_DEBUG -DQT_SCRIPT_LIB -DQT_GUI_LIB -DQT_NETWORK_LIB -DQT_CORE_LIB -DQT_SHARED -I/usr/share/qt4/mkspecs/linux-g++-64 -I. -I/usr/include/qt4/QtCore -I/usr/include/qt4/QtNetwork -I/usr/include/qt4/QtGui -I/usr/include/qt4/QtScript -I/usr/include/qt4 -Iinc -Iinc/models -Iinc/grid_view -Iinc/docks -Iui -Ithirdparty/qtcolorpicker-2.6 -Ibin/release -Ibin/release -o bin/release/laboroptimizer.o src/laboroptimizer.cpp
In file included from inc/laboroptimizer.h:27:0,
                 from src/laboroptimizer.cpp:35:
inc/dwarf.h:80:18: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
In file included from src/laboroptimizer.cpp:35:0:
inc/laboroptimizer.h:43:26: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
inc/laboroptimizer.h:44:30: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
inc/laboroptimizer.h:45:29: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
inc/laboroptimizer.h:46:32: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
inc/laboroptimizer.h:47:35: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
src/laboroptimizer.cpp: In member function ‘void LaborOptimizer::optimize_labors(QList<Dwarf*>)’:
src/laboroptimizer.cpp:133:5: error: ‘sort’ is not a member of ‘std’
make: *** [bin/release/laboroptimizer.o] Error 1
**@**:~/splintermind-attributes$ sudo bin/release/DwarfTherapist
sudo: bin/release/DwarfTherapist: command not found

3
Is nutfallen dead?

4
24th Hematite, 1055
One of the worst things about this fortress is its total lack of dwarven sugar. I understand the need to focus on growing plump helmets in the hard-scrabble years of fortress's founding as much as the next dwarf, but I have come to loathe the chewy tastelessness of that confounded subterranean fungus. There's nothing wrong with a dwarf having a bit of a sweet tooth, is there? I've ordered a new farm section to be dug out. We'll put it next to one of the murky pools outside the fortress and use the pool's water to irrigate it. Hopefully the growers will be able to sow some sweet pod seed soon.

12 Malachite, 2055
I've been informed by one of our animal caretakers that animal overpopulation may become a real problem in the near future if we don't cull as many strays as possible. When I ordered the butchers to start killing off our excess animals, they found it difficult to separate the strays from our dwarves' beloved pets in the midst of the circus that seems to have taken over our meeting area. I've ordered a pit dug so we can store the strays and have them all butchered at once.
Spoiler (click to show/hide)

6th Galena, 1055
The new farming area is now irrigated and tilled! Not a moment too soon, either, since planting season for sweet pods is nearly over. I suppose it's time to get a milling operation set up!
Spoiler (click to show/hide)

16th Galena, 1055
A band of human traders has arrived. I dislike humans, especially human merchants, though not nearly as much as I dislike the elves. Looks like they have quite a load of items, we'll see if any of it is useful.

26th Galena, 1055
I ordered the digging of a labyrinth to help improve our defenses. Today I went to inspect the diggings for it and discovered that the labyrinth had only one meandering path... Well, I suppose it won't be entirely wasted if I have some weapon traps installed. If beseiged we could use it to sneak up behind attackers while they stand confounded before our gates, I suppose, and should they try to enter through that route they will have to reckon with Dwarven inegnuity! I shall have a bridge built as well to ensure that this entry point can be reliably sealed.
Spoiler (click to show/hide)

2nd Limestone, 1055
We finished trading with the the humans today. We bought all their booze and cheese, as well as some empty barrels (our carpenter has been scrambling to keep up wih the demand... gotta keep the stills running!). I also made sure we bought all of their empty bags. We have quite a few which have been used to collect sand for glassmaking, but I want to make sure we have plenty of them so we can mill that dwarven sugar.

22nd Limestone, 1055
We've begun excavating a channel to supply water to the hospital. Whoever sited it put it as far from the river as possible... I don't intend to clear the channel of loose stone. If a little rock dust in the water kills a sick dwarf, well... he probably deserved to die anyway.

9th Sandstone, 1055
The engravers have been steadily working on engraving my private quarters. Today, I went to inspect their latest work and found a depiction of the death of Mistem Tenothlogem, that idiotic dwarf who drowned for love of timber last winter. While I admire the artwork, the image is a bit... creepy. What's worse, it's just behind my chair and slightly to one side. I can almost feel him looking over my shoulder as I write this. Well, I suppose I can see about having that particular image replaced once they finish engraving the rest of my quarters.
Spoiler (click to show/hide)

13th Timber, 1055
Though I have ordered all of our stray animals killed, we may still be in danger of animal overpopulation. Cats, especially, are a problem... and the ones that are legitimate pets are having enough kittens that we will be overrun if we don't do something. I've devised an ingenious method of dealing with these pesky, multiplying pets. I've had a short hallway dug out with two doors installed. The second of these doors will be fashioned so that animals cannot push it open. At the end of this hallway, a lever is installed. Problematic pet owners can be ordered to pull the lever, and should their pets follow them, they will hopefully be caught between the two doors, where lie hidden spikes activated by the lever at the end of the hall. This should allow us to trick dwarves into killing their pets... A little drastic, I know, but we can't have the fortress overrun with cats.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

19th Timber, 1055
The dwarven caravan has arrived. I spoke with the liason about what we needed them to bring next year. I ordered logs (always easire to have them delivered than to cut and haul them), alcohol, and dwarven sugar. Our crop of sweet pods failed with the onset of autumn, so I don't want to take any chances on being without the sweet stuff for another year.

22nd Timber, 1055
We met with the traders today. I traded as much as I could to them to get rid of some excess junk and in hopes of increasing the fortress's reputation abroad. The better we look in the eyes of Mountainhome, the better off we are. I wound up buying some very expensive items just so the traders wouldn't get too good a deal... but we also got all of the wood, booze, and food they brought. We have plenty of the latter two, but seeing as how we are beginning to make a name for ourselves, I think we had better start thinking ahead. A new fortress like ours will seem like pretty pickings to the goblins... we've been here long enough to have amassed a nice hoard of wealth, but not long enough to have well-entrenched defenses is what I reckon they'll think. An excess of food and booze should make us better able to outlast a seige. Now I just need to figure out where to put it all.

1st Moonstone, 1055
I've been in charge of this fortress for a year now... While I have made some improvements, the place is still woefully disorganized. The chief improvement, I suppose, is that I've gotten some very nice living quaters, to which I think it is time I retire and hand the mantle of leadership on to someone else.


And now, the save!
http://dffd.wimbli.com/file.php?id=2787

5
1st Moonstone, 1054
My name is Hyperbox, and I'm the bookkeeper.
In any other fortress, that would be a respectable enough job. You get to spend a great bit of your time in an office. Yer OWN office, might I add, which is a sight more than most dwarves get. That's how it would be in any other fortress. But, as it stands, I am the bookeeper here in glorious Ishlumumid... the most cluttered and disorganized fortress I ever laid eyes on. By Armok! These confounded dwarves haven't the least respect for organization! There are odd-shaped stockpiles everywhere and many of our workshops are literally buried under little mounds of furniture and other goods. In spite of all this, I've somehow managed to keep accurate records of everything in this blasted place, down to every log, stone, and blessed pint.

You can imagine my surprise, today, when I found myself put in charge of this... circus! It seems our poor doctor has had enough "leadership" himself, and so he passed the command on to our Broker, Snook, who was far too busy pawning off a towering pile of junk and oddments upon a hapless caravan (Kadol bless her for that, and help the poor merchants' beasts!). At any rate, she insisted that another take up the blasted mantle of running the place, and that unlucky dwarf turned out to be me.

13th Moonstone, 1054
Over the past two weeks, I've decided to take a more positive view of my newfound power. As I have come to see it, leadership carries certain benefits. Perhaps I can garner a few nicities while I try to bring some sanity to this place (not much sanity, mind you... can't be too optimistic). Kadol knows I'll need something to offset the burden of trying to lead this band of nincompoops. Luckily, there is plenty of alcohol! 281 flagons of wine, 95 of ale, 48 of beer, to be exact, and even some assortment of the foreign stuff.

Yes, the benefits of leadership can be good: I've ordered some new rooms dug out. A lovely throne room/office, a dining room, a bedroom and a tomb, all wonderfully spacious. I have noticed that the miners in this place seem to suffer from an inability to cut out regularly-shaped rooms, but it can't be helped. As I write this, the workers are finishing up clearing my new apartments of loose stone, and the work of smoothing has begun. They have also finished a pretty glass throne for my throne room, and are setting to work on a matching dining set as well.

As far as my attempts to bring order to this chaos, I have laid a new gem stockpile to help clear out our gem and glass workshops. A second furniture stockpile will soon follow. Several of our masonry shops are literally hidden in little caves of stone furniture. I am also planning the digging of a new refuse stockpile. The original one can't be expanded as there is nothing but a wall of sand separating it from the outside world. Thank Kadol goblins are too stupid to dig! The last of my immediate plans is to have floodgates and grates installed in the unfinished water channel so we can finally breach the river and bring water into the fortress. I might try and experiment with some of the unlabeled levers I've found strewn about too... here's hoping no one dies.

7th Opal, 1054
Today I discovered that a good bit of food was never brought in from the depot after the last caravan left. Much of it has rotted. Luckily we have enough food to survive, but it seems I'll need to add to our food stockpile space as well.

6th Obsidian, 1054
The temperature finally dropped enough to allow the river to thaw. The channel has been completed to bring water into the fortress, and it is beginning to fill, though no cistern had been dug at present. At least now we shall have access to water for our hospital in the event of a siege.
Spoiler (click to show/hide)

7th Obsidian, 1054
On of our dwarves, Mistem Tenothlogem, died today. It seems he fell into one of the murky pools in the plain before our fortress and drowned. Upon closer inspection, his waterlogged corpse could be seen at the bottom of the pool clutching a willow log. In his zeal to retreive it, he must have been unable to swim up to the surface for air. Ah well, he was just a lye maker.
Spoiler (click to show/hide)

10th Obsidian, 1054
My quarters were completed today!
Spoiler (click to show/hide)

26th Obsidian, 1054
I think it's time we began to see to the fortress's defenses a littl more seriously. To that effect, I have ordered the construction of a small tower overlooking the fortress entrace and trade depot. We should be able to station marksdwarves there in the future to shoot at any enemies that make it past the cage traps.

17th Granite, 1055
I have drafted a squad of four marksdwarves and have begun construction of an archery range, as well as a practice bolt industry. A handful of first-rate shooters will - I hope - go a long way in protecting us from invaders. The archers' tower overlooking the fortress entrace is complete. A larger one may be built over the trade depot in the future.
Spoiler (click to show/hide)

28th Granite, 1055
Lor Zimzon, one of our armorers, began acting very strangely today...

7th Slate, 1055
Lor Zimzon finally came out of his odd mood... He emerged this morning from a forge wherein he'd holed himself for the past week or so, holding an amazing iron mail shirt. "Dallithnonub," he called it... "The riddled punches." I suppose that might be an accurate description of any punches which might be received by the wearer of this shirt.
Spoiler (click to show/hide)

28th Slate, 1055
About 26 migrants showed up today. I hope to Kadol they can make themselves useful. The last thing we need in this fortress is a bunch of vagrants.

16th Felsite, 1055
An Elven caravan has been sighted coming across the plain... I think I'll just stay in my room until they leave. Let the broker deal with them.

30th Felsite, 1055
Well, one of our idiot dwarves managed to haul a wooden item out to the depot, so the elves won't sell us any of that massive load of alcohol they brought. We have enough... good riddance to the Elves, I say! As I watched them depart I noticed a large... construction, hovering over the fortress entrance. It looks like a wide sheet of stone suspended over the field by a slender buttress of rock. I questioned the architects about it and they said that I had told them a month ago to start building defensive structures (I had told them to start designing something, but it looks like they went ahead and built something without consulting me...). The result looks rather... unstable. While I pity any goblin upon whose head this monstrosity might fall, I won't be leaving the fortress, at least not as long as there is only the one entrance and as long as that contraption remains.

6
it's been a busy weekend... I'm nearly to Spring though, and I'll have part I up as soon as I make it to summer (tonight or tomorrow).

7
Awesome, I may not have much chance to play tomorrow so hopefully I can at least have part I up Saturday.

8
Sign me up!

9
DF Community Games & Stories / Re: Cavebrands
« on: April 02, 2010, 09:14:58 am »
I'll take the 4th turn  ;D

10
I have a fortress with a massive chasm open to the surface, out of which a steady trickle of batmen and other random critters appears. Starting off, I try to keep my dwarves indoors as much as possible, but while trying to build a trade depot one of my miners is attacked by a batman. He takes a swing at it with his pick, which gets stuck in the batman, and runs. The batman stumbles around outside my fortress falling unconscious every couple steps for a few days, scaring dwarves and cats. A merchant caravan comes through and kills him. The miner gets his pick back, and years later the batman's skull becomes an artifact, and his bones become practice bolts.

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