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Messages - peterix

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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.

632
DF General Discussion / Re: Performance drop off, between games
« on: May 06, 2010, 09:17:28 pm »
Spoiler (click to show/hide)

633
DF Gameplay Questions / Re: Everyone is suffocating! (dfreveal)
« on: May 05, 2010, 02:49:04 pm »
That is indeed quite strange. Can I have the save?

634
DF Dwarf Mode Discussion / Re: Dwarven Hippocratic Oath
« on: May 05, 2010, 12:34:49 pm »
WORDS
Spoiler (click to show/hide)
This is awesome! Especially the immolation part.

635
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.
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?
It is using this IDE/GUI framework combo: http://www.ultimatepp.org/
A bit weird if you ask me, but that's how things are.

636
revision 786 refuses to build on Arch Linux with the allegro5 package installed:
Is it the right version? You need 4.9.19 AFAIK.

637
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 :)

638
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.

In general, the application that wants to read from memory of a different application needs to have rights to do it. If you happen to be running them within different 'security contexts', you'll get only fail. Extra system protection utilities can also cause some havoc. It's a good idea to whitelist stonesense if you use something like that.
I have plain Win7 Professional without any extra protection stuff and DFHack-based tools work just fine.

639
DF Dwarf Mode Discussion / Re: Rising magma.
« on: April 28, 2010, 05:25:00 am »
Fact: The magma in the magma sea spawns from the sides of the map.
Theory: It does so much like river water (using pathing). So, if you dig to a lower level of the magma sea than the magma source, you'll get flooding.



This would explain the flooding.

640
DF Modding / Re: Stonesense - Official thread -
« on: April 26, 2010, 05:03:33 am »
or 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.
You can use the 'unstuck' utility from DFHack. The thread is linked from my sig :)

641
DF Modding / Re: Stonesense - Official thread -
« on: April 23, 2010, 11:56:22 am »
as for my trouble connecting to DF, i got this Exception:
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
The application can't locate the Memory.xml file. Strange characters should be fixed in dfhack master (it was doing some nasty things).

642
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. :)

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.
That should IMHO be fine. The new DF versions pack the raws along with the save, so mods aren't a problem :)

643
DF Modding / Re: Bronze Colossus - How to make it less invincible?
« on: April 21, 2010, 02:42:24 pm »
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 :P

644
DF Adventure Mode Discussion / Re: Pinching causes extreme damage?
« on: April 21, 2010, 11:45:53 am »
Hmm. If you can use pinching to remove very damaged bodyparts... does it work on a bronze colossus head?

645
DF Dwarf Mode Discussion / Re: ALL BURN! *The Darkness Below Spoilers*
« on: April 18, 2010, 11:04:09 pm »
The problem with hell is that it's leaking, it's full of chasms! You have to floor over these first, otherwise the magma is simply wasted. I assume Karnewarrior did that :)

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