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Messages - peterix

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196
DF Modding / Re: Stonesense - Official thread - Now 31.21 compatible
« on: September 13, 2011, 09:01:00 pm »
Hi Guys, really struggling to compile on Arch Linux.
Please help
Hello :)

Stonesense is now a plugin for DFHack, so you need to build it as part of it. First, if you're building on a 64bit Arch, you *need* multilib gcc/g++. (In general, distros with no 32bit support are useless here)
Here's how to do it (starting in some kind of 'projects' directory):
Code: [Select]
git clone git://github.com/peterix/dfhack.git # read only repo @ https://github.com/peterix/dfhack
cd dfhack # step into the new directory
git submodule init # set up the stonesense submodule
git submodule update # and fetch it from read only repo @ https://github.com/peterix/stonesense
cd build
ccmake .. # manual version of cmake. It's important to set CMAKE_INSTALL_PREFIX to a DF folder and to enable building stonesense. first 'configure', then 'generate'. You need to rerun 'configure' after any changes to the options.
make
make install # install to whatever place you set CMAKE_INSTALL_PREFIX to be

By default, the build system has its own pre-built copy of the allegro 5 libraries. After you enable building stonesense and 'configure', some more options should show up in ccmake. The one usable on Linux is STONESENSE_INTERNAL_SO. Setting this to 'OFF' will make the build system use your system allegro 5 libs. This isn't normally needed, but if you want to work on stonesense and use the debug version of allegro, you'll have to do it. lib32-allegro5 is in the AUR.

197
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r6 (current)
« on: September 11, 2011, 04:08:28 am »
Is there a way to use DFHack to change the cook/brew settings for a material, as normally controlled by the Status->Kitchen screen in DF?  I've looked for it, but not found it.  Assuming that DFHack didn't have that feature, I tried to use Cheat Engine to see what happens when I toggle those settings, but I couldn't work out what was going on - it didn't look like simple bit flags were involved.  Any help would be much appreciated.
Well, it doesn't do it. It's never so easy - it's probably a single bit in some bit field squirelled away somewhere...
When I try to run stonesense from the dfhack window, the stonesense window pops up.  It creates an image of the current DF window just fine, but after that stonesense doesn't refresh, and trying to close it results in DF crashing.
Hmm.. haven't seen that problem before.
I might as well also comment that reloading the stonesense plugin causes the whole thing to hang, including dwarf fortress and the console window.
It's happened every time I've tried it, but I've only tried it three times, so it's entirely possible that it's just a coincidence.
I thought I fixed that. It was consistently causing crashes before. What OS is that? And how many CPU cores do you have? Are you sure you're running the latest version of DFHack?
Also, would auto-designation of spheres be a possible feature? 3d shapes would be of great help for, say, mining.
Yes :)

198
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: September 05, 2011, 02:41:15 pm »
......... what program do you use,to make your art?
Looks like pure concentrated math to me... With a bit of dithering thrown in to reduce color count/size.

199
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r6 (current)
« on: September 05, 2011, 12:24:20 pm »
Hi, I was wondering how to interpret the results from the 'flows' tool. 
Specifically, what do liquid_1 and liquid_2 represent, and what does it mean when they are 'true'?  (Basically I ran it to see how much flowing water I have on the map, but I'm not really sure what it's telling me.  It also says Magma tiles : 0 when I know I have magma there, so I'm not sure what I'm reading.)
Number of map blocks where liquid processing is enabled. If you have a river, there will be a few. If you have a leak in hell, the number will be huge. That's about all it can do :)

200
DF Dwarf Mode Discussion / Re: Creating a really integrated economy
« on: September 01, 2011, 09:16:00 pm »
Stick them in the military. Prepare for the inevitable doomsday event.

201
DF Dwarf Mode Discussion / Re: [SPOILERS] Glorious, glorious candy
« on: September 01, 2011, 02:41:24 pm »
It is possible to patch up any holes with the dfhack liquids tool. It's one of its core functions - painting obsidian walls and floors deep in hell :)

Set the game to pause after embark and inspect the map with reveal before you do anything else in those bugged worlds ~_~

202
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r6 (current)
« on: August 31, 2011, 11:24:47 am »
i downloaded this and it gave my computer a virus according to AVG, and ive never had a virus before in 8 years.
Rather an autoimmune reaction really. It's a false positive. Only the legacy dfhack is detected as such. Let me show you what it does here:
Spoiler (click to show/hide)

It pretty much screws up my build of legacy dfhack. I'll have to talk to the grisoft guys about this and get it sorted out on their end. My code is OK :)

203
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r6 (current)
« on: August 30, 2011, 05:22:19 pm »
I mainly use the SDL od 31.24. Will that work, too?
Support for a few of the older versions can be added to the new dfhack. Probably the 31.22 - 31.24 range.
For now, use the legacy dfhack: http://www.bay12forums.com/smf/index.php?topic=58809.0

204
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r6 (current)
« on: August 30, 2011, 03:39:24 pm »
Do I need to generate a new world to use this?
No. You just need the SDL version of DF 31.25.

205
DF Modding / Re: Stonesense - Official thread - Now 31.21 compatible
« on: August 28, 2011, 08:51:10 pm »
Hi there. I cant see my stockpiles!
Running on 31.25, linux, thanks to peterix and dfhack + stonesense.
Any tip? Thanks!
https://github.com/peterix/stonesense/blob/master/README.txt

Use the 'U' key. It won't show the stored items, but at least it's something. Note that the readme file is a bit outdated. All the stuff about dfunstuck is obsolete and the 'whole map screenshot' function is currently disabled.

206
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r6 (current)
« on: August 28, 2011, 08:19:40 pm »
I'm starting to get into a dependency hell when trying to install all the 32bit libraries. I do not want to run it into a 32bit ubuntu VM and for what i'm checking in your github, stonesense is not included in the source to try to compile it. What do you suggest? You know of any easy way to install the 32bit libraries? Could you find a way to just include all the 32 bit libs in a next release?
You can get the .deb package from the 32bit ubuntu release and extract the library into stonesense/deplibs/. In case of libjpeg, it's named libjpeg.so.8.0.2 - extract it to the deplibs and rename to libjpeg.so.8
Okay, so I just downloaded this version, and AVG immediately spotted a trojan in dfmode. Explain?
Zero explanation I'm afraid. Update your AVG and try again. I'm running AVG 2011 here and it found no problems.

207
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r6 (current)
« on: August 28, 2011, 06:47:09 pm »
Peter, great stuff you've come up! After installing libjpeg8 and trying to load stonesense, i get in the stderr.log:

libjpeg.so.8: wrong ELF class: ELFCLASS64

Any idea? I'm using Ubuntu 11.04 x64.

Thanks!
Yes, you need the 32bit version of the library. You'll probably also need a few others: libfreetype.so.6 and libpng12.so.0

208
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r4 (current)
« on: August 27, 2011, 11:25:44 am »
Does tiletypes actually work?

Hmm... I get that it's an experimental feature or some such, but it doesn't seem to do anything at all.  No matter what command I enter I can never get it to acknowledge a material.  I can't seem to change it to paint with stone or air or whatever at all, it just accepts the command and then prints the standard three lines again without anything changing, and still won't paint anything.

The rest of it is all great though.  It's really nice having the tools I find myself using integrated together into a nice interface like this.

I think your question went unanswered, so I'm going to bump the thread since I had the same problem.  While I don't know if all the options work, setting material type with the command "p mat" or "paint material" and then a material listed in "help mat" works.  Same goes with shapes from the "help shape" list.  For example, "p mat soil" then "p sh ramp" will allow you to paint soil ramps.
The tiletypes tool is a bit weird and I'm not very happy with it. It has all those options, but you can't specify more options at the same time... it's a dumb port from the original tiletypes tool and could benefit from a rewrite or two. I fixed some bad bugs in it so it no longer creates invalid tiles, but it's a long way from done... Now it does nothing in the cases where it would produce DF crashes >_>

Anyway, new release is out! I added a circle designation tool and stonesense got some much needed performance tweaks :)

209
DF General Discussion / Re: Fixing data execution crash
« on: August 24, 2011, 07:15:06 am »
You probably have a hardware error...

210
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r5 (current)
« on: August 22, 2011, 09:03:42 am »
the only way I see any one getting into that is if they happen to use runesmith to kill someone.
the cure was to revive one goblin and hope he scatters off on his own.
I fixed this before, but I had a living, caged goblin to work with. I used runesmith to unset his 'caged' flag and set a few flags common to approaching invaders. Goblin got caught instantly by the same cage trap that caught him before and the siege ended.

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