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Messages - peterix

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646
DF Modding / Re: Stonesense - Official thread -
« on: April 13, 2010, 04:47:07 pm »
I imagine that most people who are tied to any graphics system/visualizer enough to where they won't use DF without one are among the --I've found, rather large-- camp of people who wouldn't play DF without some kind of visualization above ASCII levels anyway, no matter how much they like the game's premise. So it's probably not a statistic that could relevantly be counted as 'worrisome' anyhow.

Personally I don't want a complete third-party interface by which I can play by proxy. When I use Stonesense I freeze DF and just look around. I use visualizers for the rendering, not for necessity. It's just near-impossible to see anything big and intricate across z-levels without a visualizer.

That being said, I'd still play and enjoy DF, I just wouldn't have the impetus to build anything fun and big or mess around with any of my pet project ideas because they all require a visualizer to look nice.
It would be also very hard to make an external interface. The problem there is that lots of the actual functionality of DF /is mixed/ with the interface code (by Toady or the compiler... hard to tell). You can't replace that without rewriting the functionality or interfacing with it in some really weird way. For example, when you give the miner labor to a woodcutter who is already trying to 'pickup equipment', the *menu* does some deep magic manipulating all kinds of vectors inside the creature and calls something using a function pointer. I wouldn't want to mess with corner cases like that.

So, not likely to happen anyway.

647
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 13, 2010, 03:17:02 pm »
Maybe try values from the Dwarf hack program?
Some of the creature offsets got moved a bit, because Toady added a 'healthbar' feature for undead creatures.

Try this file.

Edit: fixed language vector.

648
DF Modding / Re: Stonesense - Official thread -
« on: April 13, 2010, 01:57:43 pm »
I thought about doing some form of adaptive layer peeling, where the layers are determined by the structure of the fort.
So say you have a tunnel that runs at constant depth under a mountain face. You want that to be visible at the same time, because a fight might be going on in there... just plain 1 layer = 1 z-level doesn't work in such cases. Same for the varying cavern ceiling height.

Here's an extreme example: a pyramid inside a pyramid inside a pyramid, etc. Slicing by z-level will never let you see the inner pyramids whole.

649
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 12, 2010, 12:55:12 pm »
*(_DWORD *)(creature + 0x21C) |= 1;// pickup equipment bit
Thanks Peterix! When should it be set though? When first putting on a labor that requires a tool, or always when setting a labor with a tool?
Always. DF sets it for Woodcutting, Mining and Hunting whenever you enable or disable them.
I'm still poking through the code... it seems to be doing much more after that.
It's manipulating the creature's current job (object pointed to by DWORD creature + 0x390) in some really weird ways.

Here's the code that's called:
Spoiler (click to show/hide)

So... it might be a good idea to avoid doing things to this when the current job is already 53 (pickup equipment). Show a little messagebox that tells the user to wait for that to complete. Manipulating vectors/messing up things doesn't sound like a good idea. Also, function pointers...

650
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 12, 2010, 11:02:28 am »
Dwarves still don't work with jobs enabled by DT.   :(
I think its a bug with DF (i'm sure I read it somewhere), sometimes the job wont be activated even if you activate it. I think either a reload of the save or turn it off and then turn it back on.
Manual job managing seems to be okay at any time.
It's happened to me. I've had to toggle mining on dwarves that embarked with the skill, migrants that came with it, and once for a guy I switched the labor on for. It seems like the Pickup Equipment task doesn't get assigned reliably.
This is because the pickup equipment thing depends on an extra bit to be set.

chmod:
*(_DWORD *)(creature + 0x21C) |= 1;// pickup equipment bit

651
DF Modding / Re: Stonesense - Official thread -
« on: April 09, 2010, 02:58:27 pm »
what videocard do you got?

ATI Radeon 4850.
If you use the OS provided driver, get the vendor provided one. MS doesn't like OpenGL. This applies to both Vista and 7.

652
Nevermind.
Fffuuuuuuu
Why did you delete this?
It had too much potential for drama the way I wrote it... it was less than polite.

Anyway.
I believe some of those problems with DT not seeing dwarves can be fixed by using a different creature vector: 0x0166eccc instead of DT's 0x0166ed2c.
The various lists I got from disassembled DF code can be had here, along with a ton of other offsets: http://github.com/peterix/dfhack/blob/DF2010/output/Memory.xml

653
Nevermind.

654
DF Dwarf Mode Discussion / Re: Reclaim: The Suck?
« on: April 07, 2010, 08:51:28 am »

So apparently you no longer start with military dwarves upon reclaim. Just seven dwarves as usual. I'm on my 5th reclaim trying to kill one ettin...
Why not make a battle-hardened adventurer instead? Kill the thing and then embark with dwarves :)

655
DF Dwarf Mode Discussion / Re: Has anyone survived a siege?
« on: April 06, 2010, 10:39:38 am »
I stole hundreds of various dangerous critters from the elves (just before dropping magma on their heads :P) and then set up a single trap - said creatures holed in small confined places next to my entrance, behind floodgates.
So my entrance is basically a wall with two doors, chained dogs behind it. With no wagons, I can use this instead of a 3-tile hole.

When some goblins enter, I pull the lever and all the creatures are released. The goblins are then swarmed by angry grizzly bears, giant leopards, giant desert scorpions and giant jaguars. All this in a small corridor. The doors aren't pet-passable.

656
DF General Discussion / Re: [Quickfort] Version 1.09 released
« on: April 05, 2010, 12:13:24 pm »
Just did a quick test with the Linux version of 40d19, and no-go for me. But then, maybe I expect too much from WINE. It keeps telling me to go to the active DF window, while I'm playing.
You can't expect a windows application to interface properly with X and whatever window manager you are using. It's hard enough to do this natively - every window manager behaves differently.

657
I got the languages figured out, the dwarf race is apparently 0xc8 now (200) instead of 166, and the creature vector is all set.

The labors of course are completely different now, so that will take some time to map out. Has anyone enumerated all the new labors yet? On the wiki somewhere I mean?
I'm working on adding this stuff to DFHack right now.
This I believe is what you are looking for:
Spoiler (click to show/hide)

Maybe. I just realized labors != professions.

This looks promising:
Spoiler (click to show/hide)

658
It could use a gradient - things becoming more common the deeper you dig.

659
DF Gameplay Questions / Re: 0.31.01 FPS
« on: April 01, 2010, 10:32:23 pm »
It's a debug build. So, no optimizations - at all.

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