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Messages - Ratboy

Pages: [1] 2
1
Ahuh, so just what actually is a vector in this sense briefly.
Well... a stretch of memory containing items of identical size and type. They have a descriptor part that says where they start, where the stretch of memory given to them ends (alloc_end) and how long they actually are (end). Depending on compiler and the implementation of vectors, the descriptors can have different layout in memory.

So... a vector descriptor on Linux is just the three values:
start, end, alloc_end

A vector descriptor old MS C++ compilers used looked like this:
nonsense, start, end, alloc_end

A vector descriptor new MS C++ compilers use:
nonsense, nonsense, nonsense, start, end, alloc_end

All parts have the size of 4 bytes. The nonsense parts have some internal use, but understanding them isn't essential for reading the data.
DT is using the second form even when it's not right (AFAIK, it's been some time I checked). DFHack can use all of them, depending on the particular version of DF it's working with. So to get the right address for DT, you have to do some hexadecimal arithmetic.

Interesting. Well, that explains that. I couldn't figure out why it worked for DFHack and stone sense RC2 - I used it to make a memory.xml which apparently works, and didn't work for DT. But as I'm interested in this sort of stuff, if you don't mind, what sort of maths I mean what calculations. Hex doesn't bother me, I've been playing around with it for years (more than most of the people here have been alive). But I need to know more about how memory actually works.

2
I'm gonna keep messing around with it, but I'll ask here too: Where do those numbers etc go? I need my Therapist. :(

Assuming you're using Windows, they go in the (Dwarf Therapist)\etc\memory_layouts\windows directory.  There should be a bunch of similar files there already.

Yeah, just title it v0.31.08_graphics.ini.  Actually, just download this file and put it in that directory:
http://www.megaupload.com/?d=QZS4IATZ


That works for me but using dfoffsets.exe (dfhack 0.4.02) I get different offsets to what have been posted here, if I use them all DT crashes but if I just use the following changes - it still works. Haven't got a functioning fort to test this on though, so if someone wants to, then please do. Also could somebody explain why different people get different results please.

[addresses]
translation_vector      = 0x016c63d4
language_vector         = 0x016c63a4
creature_vector         = 0x0168172c
dwarf_race_index        = 0x014acef4
dfdoffsets just prints what dfhack has... it's not necessatily right. Also, vectors are treated differently in DT and DFHack, so they will have different addresses.

Ahuh, so just what actually is a vector in this sense briefly.

3
I'm gonna keep messing around with it, but I'll ask here too: Where do those numbers etc go? I need my Therapist. :(

Assuming you're using Windows, they go in the (Dwarf Therapist)\etc\memory_layouts\windows directory.  There should be a bunch of similar files there already.

Yeah, just title it v0.31.08_graphics.ini.  Actually, just download this file and put it in that directory:
http://www.megaupload.com/?d=QZS4IATZ


That works for me but using dfoffsets.exe (dfhack 0.4.02) I get different offsets to what have been posted here, if I use them all DT crashes but if I just use the following changes - it still works. Haven't got a functioning fort to test this on though, so if someone wants to, then please do. Also could somebody explain why different people get different results please.

[addresses]
translation_vector      = 0x016c63d4
language_vector         = 0x016c63a4
creature_vector         = 0x0168172c
dwarf_race_index        = 0x014acef4


4
DF Modding / Re: Stonesense - Official thread
« on: June 22, 2010, 06:51:39 am »
Okay, this memory.xml should work for 31_08. I've briefly tested it on my game and it seems okay.

http://www.freespace.com.au/filehosting/349519

5
DF Announcements / Re: Dwarf Fortress 0.31.06 Released
« on: June 13, 2010, 07:19:51 pm »
Spoiler (click to show/hide)

So here's what I did. Footkerchief wants me to put my save over to the DF .06. I've never done that before, so I tried making a folder and putting the save in there. It didn't work, so I copied Data and raws and placed it in there, full well knowing it was a bad idea.

Well it was, when i tried to open DF it would sit there for a while and try to load, then FATAL ERROR would appear and it said that it needs index in the data folder to run.

Sure enough index is sitting right there. So I extracted another index from .o6 and placed it there. Now i see this.

I get that if I hit the maximize button  while a save is loading, I think you can minimize it and use the right click menu on it.

6
DF Announcements / Re: Dwarf Fortress 0.31.06 Released
« on: June 13, 2010, 06:55:04 pm »
Cool, thanks!

7
DF Announcements / Re: Dwarf Fortress 0.31.06 Released
« on: June 13, 2010, 06:40:19 pm »
What would be the effect of turning invaders off after embark, if any, and could it be turned back on in a later version and still work? Anyone know?

I don't think there are any long-term effects from turning it on/off.

Yeah, I sort of meant would take affect or would I need a new fortress each time as I might turn it off for the time being and get used to the 2010 version and then import the save into 07 or 08 or whenever the crossbowdwarves get fixed, then turn invaders back on.

8
DF Announcements / Re: Dwarf Fortress 0.31.06 Released
« on: June 13, 2010, 05:58:05 pm »
What would be the effect of turning invaders off after embark, if any, and could it be turned back on in a later version and still work? Anyone know?

9
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 02:06:51 pm »
Ratboy: You're supposed to say "PRINT_MODE:2D", not PRINT_MODE:PARTIAL:2D, or whatever you're doing. That would just confuse it.
That was something I just tried, anyway I'm not even sure it's a problem I was just putting it out there for information. As mentioned earlier by Corbald PARTIAL:0 fixes it anyway but you read below you'll see what I meant.
Quote
If I max the the window it just goes black and I have to kill it. If I leave it at its normal size and continue play it goes to the next screen, I hit enter on region1 and get GPU cannot accommodate etc.

arbsync and vsync are off

[WINDOWED:YES]

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:930]
[GRAPHICS_FONT:Phoebus_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

[PRINT_MODE:PARTIAL:2]
[SINGLE_BUFFER:NO]

Ok now it seems to work, slow but. Still goes black on maximization though. Definitely wouldn't yesterday night. Am going to reboot this and see what happens as I am running 40d19 in background.


Quote

Rebooted still gets the error. I have noticed if you run 40d19 and then run 04-05 then some modes will work that wouldn't otherwise. I don't think that makes sense but this is an example of that. I've also found that it has to be rebooted to make the effect go away.

Spoiler (click to show/hide)

10
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 11:39:45 am »
For those having issues with a black/blank screen when using partial print, try PARTIAL:0, instead of PARTIAL:1/2/whatever. Seems to work for me, though I had terrible screen tearing or blinking issues with previous versions when using that settings. If you DO have tearing/blinking, try using the VSYNC setting. I'm getting roughly twice the FPS with this new version and PARTIAL:0. That's roughly 20gfps and less than (10cps) up to 30-40gfps and (20cps) where gfps == graphical frames per second, and (cps) == cycles per second, or 'the one in brackets.'

Yeah, that made it work ~100-110 fps - same as standard mode.

11
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 10:16:41 am »
Wait, 2D doesn't work?

Rebooted still gets the error have a screenshot but also have no idea how to upload it. I have noticed if you run 40d19 and then run 04-05 then some modes will work that wouldn't otherwise. I don't think that makes sense but this is an example of that. I've also found that it has to be rebooted to make the effect go away.

edit; figured out how to upload screenshot

Spoiler (click to show/hide)

12
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 09:52:25 am »
How do you insert a screenshot into a reply?

13
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 09:33:18 am »
Wait, 2D doesn't work?
Assuming your talking to me, I didn't know that was 2D, anyway I tried it with PARTIAL:2 and PARTIAL:2D (I did suspect it was 2D) and got the same result; If I max the the window it just goes black and I have to kill it. If I leave it at its normal size and continue play it goes to the next screen, I hit enter on region1 and get GPU cannot accommodate etc.

arbsync and vsync are off

[WINDOWED:YES]

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:930]
[GRAPHICS_FONT:Phoebus_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

[PRINT_MODE:PARTIAL:2]
[SINGLE_BUFFER:NO]

Ok now it seems to work, slow but. Still goes black on maximization though. Definitely wouldn't yesterday night. Am going to reboot this and see what happens as I am running 40d19 in background.

14
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 08:27:45 am »
Still get the old GPU texture error but when its loading save instead of earlier and only with PARTIAL:2 although if I maximize window it just goes black. Works fine on standard though. Apart from that only accum_buffer works. FPS up from ~85 on embark to ~110.

P4 XP 8600GT

15
Thanks

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