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Messages - 0x517A5D

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1111
DF Modding / Re: [memory hacking]: detecting binary version (take 2)
« on: December 12, 2007, 09:06:00 pm »
quote:
Originally posted by bartavelle:
<STRONG>It would however be totally cool to find the offsets automagically, for example by using topological methods "à la" Halvar Flake. I did preliminary research on that field with no luck ...</STRONG>

I did that with my enable magma buildings utility. http://www.dwarffortresswiki.net/index.php/Utilities#Enable_Magma_Buildings

Source is included in the zipfile, and I've also got sample search code on my wiki page. http://www.dwarffortresswiki.net/index.php/User:0x517A5D

I'd be happy to help you figure out how to use the code, or to find reliable search patterns.

I also recommend IDA Pro.  (I am a licensed user through my day job.)  It is sweet sweet.  Invaluable for this kind of thing.


1112
DF Modding / Re: [memory hacking]: detecting binary version (take 2)
« on: December 10, 2007, 05:40:00 pm »
I have two issues with this method.

First, this requires a tool to track down, or be given, the full path to the executable in the filesystem.  That's problematic for a memory-tweak tool.  The only reliable way I can see (without doing some research) to go from memory image to filesystem path involves code injection using a helper DLL.  That's a huge pain for very little gain.

Second, if we go the easy cheezy way of requiring the user to give us the path, what happens if we're given a path to a different version?  Bad things.

So I don't like this.


1113
DF Dwarf Mode Discussion / Re: Lever Marking
« on: January 19, 2008, 03:17:00 pm »
quote:
Originally posted by Draco18s:
<STRONG>Incorrect.  Infinite z-distance (as the rock falls) is shorter than the tile directly infront of a dwarf.  I.E. the distance formula only takes in X and Y and ignores Z altogether.</STRONG>

Are you sure about this?  My (limited) testing indicated that (as Thallone said) 3-dimensional manhattan distance was used -- Z-coordinate delta is considered the same as X or Y coordinate delta.  Not that Z is completely ignored, as you claim.

I suppose I could dig through the disassembly, but that seems a difficult and unrewarding quest.


1114
If these crashes are repeatable from your saved game, you should indeed mention them in Bug Reports.  Even if it happens one time in four.

1115
DF Dwarf Mode Discussion / Re: Rocks!!!!
« on: January 12, 2008, 04:54:00 pm »
quote:
Originally posted by Shadowlord:
<STRONG>If the catapults fire rocks into walls, the rocks are destroyed. That's better than firing them into water and forbidding them, methinks.</STRONG>

mwoody450 knows they can be destroyed.  He or she is deliberately saving them.

As to which is better, well, my personal opinion is that you can always get more stones.


1116
DF Dwarf Mode Discussion / Re: Rocks!!!!
« on: January 12, 2008, 04:50:00 pm »
quote:
Originally posted by Krash:
<STRONG>I doubt you need to forbid them.  Isnt that a huge timesink?</STRONG>

It takes 2 keypresses and a mouse click.  d(esignate), f(orbid), mouse-click on the target square.

I just wish we had a dump designation.


1117
DF Dwarf Mode Discussion / Re: Map/seed request
« on: January 11, 2008, 04:30:00 pm »
quote:
Originally posted by exoleet:
<STRONG>How do I install and use this program?</STRONG>

Version 2 will come with a readme file detailing "installation" and giving a map key.  Also the URL I'm using for support.  Soon.


1118
quote:
Originally posted by benoit.hudson:
<STRONG>I ended up with a map with, far as I can tell, zero wind.  And two layers of aquifer.</STRONG>

If you have a soil layer above the aquifer, anywhere, you may be able to set up a perpetual motion machine, and draw power off that.  There's some designs on the wiki, and more can be found by searching these forums.


1119
DF Dwarf Mode Discussion / Re: Rate my starting build
« on: November 22, 2007, 06:26:00 pm »
I will just add that I think it is wise to give your farmer-types a single level of a tradeskill (say, armoring) to direct a strange mood striking that dwarf.

Alternately, have them make a couple of basic bucklers as soon as you get your forge running.  Or some basic crafts if you want a legendary crafter.

0x517A5D


1120
quote:
Originally posted by Stormcaller:
<STRONG>For that matter, can you use Fortifications vertically? As in, force attackers to move down a central passage, where the level above it is solid fortifications, and the level above that Marksdwarves are shooting straight down into the enemy? If so, can you do this with siege engines as well?</STRONG>

You can't dig vertical fortifications.  You might be able to use floor grates for that purpose.  I have no idea whether you can shoot through them though.

I prefer to use floor grates to pour magma onto invaders.

Edit:spelling

0x517A5D

[ November 22, 2007: Message edited by: 0x517A5D ]


1121
Hmm, wouldn't have expected that.  I would have thought it would mess with the stone layers, maybe, but not with the shape of continents.

Well.  Good to know.


1122
Daniel: the blue omega area (oooh, Blue Omega, what a name for an album) represents your chosen civilization.  You have three choices, selectable from the Your Civilization tab of the Choose Fortress Location screen.  Press Tab twice, then press + or - to choose.  I think you'll find that the first choice, "Persuasive-Wall of Cur-something" matches the screenshot.

1123
If it is true that the same seed yields different worlds on different operating systems, then it is a bug, and should be reported as such.

"has to do with how operating systems handle RNG" is, essentially, nonsense.

Windows does not have a random-number API call.  (Attention, nitpickers: yes, I know about the crypto API.  That's beyond the bounds of this discussion.)

The C++ compiler Toady uses has, in its library, a LCG PRNG.  It's named rand(), and is of good but not excellent quality.  +Finely-crafted+, in DF terms.  The corresponding routine which initializes or "seeds" it is named srand().

srand() is called once, using the current time as the source of randomness.  That is rand()'s only dependency.

The vast majority of the random numbers that DF uses are generated by Toady's own code, using a better (*superior quality*, in DF terms) PRNG called Mersenne Twister.  There are no operating-system dependencies in Mersenne Twister.

There is a routine which seeds MT using, again, the current time as the source of randomness.  That, and a call to rand() are MT's only dependencies.

However, Toady's implementation of MT can also be seeded with a specific number.  When doing this, neither the current time nor the call to rand() are used.  Only a single user-supplied number is used.  When this is done, there are no dependencies left in MT.

So if the same seed generates different worlds on different operating systems, report it as a bug.


1124
quote:
Originally posted by Sinnyil:
<STRONG>As a recent upheader to vista I can confirm that is the reason.</STRONG>

That really shouldn't be true.  Toady cooks his own random numbers.

Could you try this seed and report if you get the same or different world.


1125
Couldn't say.  It works for me.  And I did just what you did, specify seed, leave everything else default, using 33g.

Check if you made a typo, that's all I can think of.


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