631
DF Dwarf Mode Discussion / Re: Awwww...Skill Decay?
« on: May 06, 2010, 09:47:45 pm »
Hmm. So that's why my legendary miners screw up so much.
Silly. I'll be modding this out for sure.
Silly. I'll be modding this out for sure.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
WORDSThis is awesome! Especially the immolation part.Spoiler (click to show/hide)
I took a look at the code in the repository and it seems that most of the map reading code is in DwarfMap/DwarfMap.cpp. I may try playing with it later.It is using this IDE/GUI framework combo: http://www.ultimatepp.org/
Any advice how to compile all this? What IDE / compiler would work?
I haven't seen any build files, makefiles or MSVC vcproj files. Any help?
revision 786 refuses to build on Arch Linux with the allegro5 package installed:Is it the right version? You need 4.9.19 AFAIK.
yes, we did indeed use DFhack, and would recommend that you use it too, since that way, when a new version comes out, things only need to get updated once.At least the memory hacking stuff. I can't make any promises on dfhack API stability. Still, it is better to have an unstable API than just a binary blob to hack I think
Forgive my ignorance on this, but doesn't Win7 have an executable memory protection mechanism of some sort?Yes, it's randomizing the starting address of the first program module. Not very effective.
You can use the 'unstuck' utility from DFHack. The thread is linked from my sigor use a utility that will be packaged with slate.
I think that's the developer's equivalent of "Zing!" That, or it's the equivalent of "Keep your damned pants on." Or, "And that's why we don't compile and release after every code change." Or something completley else.
It could be nothing, of course, but I like to think that people insert subtle snarky comments all the time into everything. Makes the world a more interesting place.
as for my trouble connecting to DF, i got this Exception:The application can't locate the Memory.xml file. Strange characters should be fixed in dfhack master (it was doing some nasty things).Spoiler (click to show/hide)
that characters are strange.
I tried 31.01 and also 31.03. I have 64 bit win7 CZ.
and bult from latest svn head trunk
I mentioned the "click this to make it dead buttons" because the main things I'm having trouble with in the new version are specifically things that can't bleed to death. If they could bleed (or be killed at all really without a 30 z level death pit. And some of these things I'm pretty sure they could survive that too.) or really be killed at all normally I wouldn't need the method.That should IMHO be fine. The new DF versions pack the raws along with the save, so mods aren't a problem![]()
You need a forge mood with a good stock all kinds of metals right? I don't have one handy right now, but I do have a relatively mature fort with magma forges. But the game is pretty heavily modded. If I came up with a forge mood would that still be useful for you? And what if I conveniently dropped in a smelter reaction that creates all metals for free if I do?
P.S. All vanilla metals are still there, I just added one or two and have some extra critters and stuff.
Well, the weaksauce way is to give them internal organs, sort of like a bronze-skinned manimal.A clockwork brain. Stab it with a spear and you're done