Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Saiko Kila

Pages: 1 ... 40 41 [42] 43 44 ... 119
616
Yes the compiler was changed from GCC to MSVC2015.

As I said before, it is a matter of using an older version of Qt (5.6 works with XP), and the right compiler. And I've just discovered there is an optional MSVC2015 component for XP support.

MSVC2015 (v140_xp) 32bits build with Qt 5.6

Tested in a WinXP VM.

I expect this should work with vista too, but it is 32 bits.

I don't know what I should do for vista 64, I did not see any "vista support" package in MSVC. And it is not a Qt version issue since 39.0.0 was already using Qt 5.9.

Thank you! Yes, this version does indeed works in Vista x64 (so it should also work in native x86 too). And you are right, the reason the new versions of DT do not work in Vista is apparently not related to Qt, at least not directly. The "offender" is one function used by DwarfTherapist.exe (both 32-bot and 64-bit), which is imported from KERNEL32.DLL, and named "K32GetModuleFileNameExW". Your modified for XP DwarfTherapist.exe doesn't use that function (it uses GetModuleFileNameExW from PSAPI.DLL instead).

So in summary:
DT 39.0.0 doesn't use this function, and uses Qt v5.9.2.0 (and works for me)
DT 39.3.1 does use this function, and uses Qt v5.9.4.0 (doesn't run on Vista)
DT 39.3.1 XP doesn't use this function, and uses Qt v5.6.3.0 (and works for me)

I've found this on Microsoft's site:
https://msdn.microsoft.com/en-us/library/windows/desktop/ms683198(v=vs.85).aspx

"Programs that must run on earlier versions of Windows as well as Windows 7 and later versions should always call this function as GetModuleFileNameEx. To ensure correct resolution of symbols, add Psapi.lib to the TARGETLIBS macro and compile the program with -DPSAPI_VERSION=1. To use run-time dynamic linking, load Psapi.dll."

I can speculate, that by enabling the XP compatibility for QT5.6, the one setting quoted above was also set, to ensure that the function is called "GetModuleFileNameExW" instead of "K32GetModuleFileNameExW" (the "W" at the end means it's Unicode variant, I don't think it's important).

If you feel like it and have some time, could you maybe make the changes mentioned in MSDN article, so I would check if it is enough to run it on Vista? After all Dwarf Fortress is made with MSVC2015 (or so I've heard) and it works with older Windows versions, so it could be theoretically possible.

617
What is the latest version which would work with Vista x64? Version 39.0.0 works (with DF 0.44.10), while version 39.3.1 doesn't (it requires a kernel function implemented in Win7). I suppose a compiler was changed in meantime. It would be nice to get the latest version before this change...

618
DF Dwarf Mode Discussion / Re: Regarding Hippos
« on: May 07, 2018, 04:14:01 am »
As far as I know hippos have to be provoked by humans entering their turfs (like fishing or boating in their rivers, or standing between a hippo and their river, which is really stupid thing to do). Elephants in India are known to enter human turf and attack them. Like happened in India this spring, when the elephant entered a woman's hut, trampled her to death, and then waited in ambush for her friend to arrive, and trampled him too. They often seemingly plan attacks and destroy crop and homes and people in intelligent fashion, on top of just going crazy sometimes and killing their handlers and onlookers. Hippos may be the African top killer herbivore, but elephants are such in India and Sri Lanca. Hippo may kill more than a couple of people by destroying their boat, but an elephant (named Osama bin Laden, finally shot in Jharkhand in 2008) killed 11 and injured dozens over months just because he was hunting them.

Said that, there are other, far more statistically dangerous animals, who should be able to enter rage (or hunting routine) and endanger dwarves. Dogs come to mind... I'm really more concerned that dogs don't go crazy than hippos are placid. Dwarves are not known to be particularly tender caretakers.

619
DF Dwarf Mode Discussion / Re: The first stressed dwarf in years
« on: May 06, 2018, 11:01:59 am »
I've seen red arrow in v0.40+.x, but not only it is rare, always when it happens I'm like "really? now?". As if the trigger wasn't anything that important, compared to other things that happened, so it's unexpected. Maybe it is a result of accumulated stress. One guy with that effect was just a military, who liked doing some civilian job, but couldn't, because he was often scheduled for military duty. And when he wasn't scheduled then someone else was taking the materials, or workshop. It wasn't anything gruesome at all. More like "Argh! I REALLY want to blow... glass!"

620
DF Dwarf Mode Discussion / Re: Elf Village Loot
« on: May 04, 2018, 07:29:48 am »
When I trade with elves, I almost always get something like a giant fly, giant tick, giant mosquito or the like. Insects weighing 2.5 tonnes on average. I would have preferred smaller animals like rhinos or even tigers. I think I've never seen a rhinoceros in DF, actually.

621
I always build a combination of both. My dwarves live underground, and deep enough that industrial area noise doesn't bother them, but most of actual building is above.

The absolute minimum are two structures:
1. A tower surrounding military training area, often with retractable roof (or no roof at all - this to prevent cave adaptation). This tower is sometimes 5-6 tiles high above ground, and about the same deep below ground. It often has two bridges as roof (one is too small). It has shooter area on top, to shoot on converging zombies or goblins, and often passages (bridges to the walls or other structures, high above ground).

2. Walls with several gates. Completing walls often takes years, but I like it.

Other surface structures I often build are drop-towers, water pressure towers, magma chutes (to incinerate select places around my territory), water chutes (to fight fires in select places around my territory, and main entry), landmines, "high altitude bombardment" structures, sentry posts (often with animal, accessible only from underground), bait-mazes (troll and thief defence), primary waste heap with atom smasher, windmill housing (this is mostly for powering up kitchen, water mist generator in the main hall several tiles below, and pumps for drowning area near main entry), some structures for controlling invaders or caravans, including above ground passageways (dodge-traps).

So, while all dwarves sleep underground, and more than half of them work there, most interesting and time consuming(*) pieces are above ground, and area on surface, near entry, is my main zoom point. I build all my structures in matching colour and stone/glass/bricks, and exclusively from blocks. I never use raw materials, even for workshops.

The only time I would consider fully underground fortress would be in evil biome with funny weather, or maybe in some extreme cold glacier.

*)Well, except an underground farming area, which is artificial cave like 20x10x5 tiles, and I try to have at least a couple of them. This one takes much more time to construct than above ground buildings, thanks to enormous amount of stone which has to be transported away.

622
DF Dwarf Mode Discussion / Re: Regarding Hippos
« on: May 03, 2018, 06:10:21 am »
Elephant in musth is probably more dangerous than any hippo, and occurrence of this state is largely unpredictable. It would add some dynamics (like "run for the hills" dynamics) to gameplay if implemented. Would be fun for players with elephant armies, and would make life of animal caretaker a bit more interesting, even if shorter.

623
DF Dwarf Mode Discussion / Re: Couple of questions about raids
« on: May 02, 2018, 03:36:03 am »
But my steel clad axe lords each legendary in more or less every combat skill. All three that tried to fight the clown died. I'm not sure it was even injured.

Which seems rather absurd given the same super soldiers have been killing forgotten beasts so effortlessly it looked like a police brutality video. (And no, not ones made of salt and vomit). Though they are probably even *more* legendary by now, admittedly. I'm reluctant to send any of them after the clown again, with in mind I might just lose several.

The fight is certainly simulated to a degree, and you have no fine control over it, but based on my experience fighting "clowns" in adventure mode, Forgotten Beasts are like puppies compared to a  war dog of a clown. So yes, I would expect deaths. By the way, in adventure it is usually easy enough to separate the master from goblin/trolls underlings (he often has no bodyguards in his throne room, and not too many on the way), so the actual fight is more like a duel, than a field battle against a legion of goblins lead by a monstrous general. Still, I would think than a normal squad of experienced soldiers would win against a clown. Three may be too few.

624
DF Dwarf Mode Discussion / Re: Elf Village Loot
« on: May 02, 2018, 02:52:28 am »
When your next caravan visits, trade as normal, but this time toss in the exquisite piece of elven mastery for free! Be generous. Your dwarven merchants will be happy, and you will be happy.

625
DF Dwarf Mode Discussion / Re: "Grown" Marble Cabinet?
« on: April 29, 2018, 10:51:19 am »
So the elves left a marble cabinet in the mouldy cave, let the roots take hold, then extracted it and sold to dwarves at a premium? Because I don't know how to grow decorations otherwise.

626
What version is that? So far I've been always encountering the bug mentioned above with built or partially built structures, hatches etc. The ones which can be actually destroyed. I don't remember a FB or troll stopping before a designated structure, which was not worked upon. However, if FB is standing next to actual door, already built, it can happen - FBs don't care about passability. They want to destroy door first, and if they are too close they can be stuck (assuming it wasn't fixed recently).

627
DF Dwarf Mode Discussion / Re: Water Wheel Troubles
« on: April 27, 2018, 10:27:18 am »
I don't know how water flows based on your picture, but unless you have a constant flow underneath, you practically never get the full power. I've been using water reactors and the like for as long as I remember, and I rarely get more than 700 continuous power out of 10 wheels. I get full 1000 at the start, but in time it goes down and stabilises at lower level (like 70% or so). Without supplementing water occasionally the power output falls further, till it's too small to move all attached wheels and mechanisms, and the reactor stops. This is due to water evaporation. And fluctuating power is normal with reactors, so you need to observe it a bit and then average, to get actual power rating.

Hence it's hard to do an infinite reactor, I always build a "starter" mechanism, to ditch new quantity of water in case it stopped on its own, or I had to stop it manually for maintenance (the last one was especially frequent when trees were one tile big).

Also, every wheel needs 10 power to move, so one working wheel can move a couple of others, plus attached gears and axles (hence the animation). If you have only one wheel, then it uses 10 power out of 100 produced, giving your net power of 90, but some of this is always used by the axle or gear required by the wheel, plus the rest of transmission line.

Most of problems can be avoided by utilising either an aquifer or a constant source of water, like river, instead of a reactor. Advantage of reactor is that it can be almost completely isolated (and thus protected from enemies), easily scaled (if you thought about it) and built where you want it, even far from water sources, like down there near magma.

628
DF Dwarf Mode Discussion / Re: Best Trap Component
« on: April 25, 2018, 05:23:15 am »
Looking at that chart, I bet that Toady will some day give us weapon wear, heavily based on material characteristics. The math for such a system is all right there.
In fact, it's already implemented. Silver war hammers probably don't last as long as steel ones anymore. Wooden shields break very quickly*.

*When used as a weapon. I don't think shields take any damage from blocks yet, due to the same magic that lets them deflect dragonfire.
Huh! I hadn't noticed. Does that apply to weapon traps and repeating upright spikes?

The bug with traps which was causing a crash for over a year (version 0.43.05, though I think the bug was introduced in 0.43.04), was due to the weapon trap components damage from wear. Including glass components. Apart from causing a crash after break, they were wearing out very fast, so I stopped using them even when they were supposedly fixed.

Both weapon and armour wear when used in combat, though to me armour wear is the most aggravating. Especially as adventurer, when a GCS can shred your clothes and armour to pieces in seconds, which reminds me of playing Gnomoria (except in DF you cannot collect the remains and reassemble, because there's nothing left).

629
DF Adventure Mode Discussion / Re: Merperson adventurer?
« on: April 09, 2018, 01:27:23 pm »
I know that if you fall from high enough, limbs that hit the ground can snap off. I can't think of any other way to intentionally remove limbs from yourself in adventure mode. And even if you did have a controlled way of removing limbs, I feel the chances of bleeding out are significant.

I have removed a limb from my adventurer by use of an alligator, near a river. And yes, I later carved some craft from the butchered arm (it was 0.42.x, I think).

630
DF Dwarf Mode Discussion / Re: Garbage Explosion
« on: April 09, 2018, 04:35:57 am »
I'm curious, why do you guys prefer Bridges over magma? Get a minecarts of magma,  dump it in a hole anywhere, and you have a incinerator anywhere you like. I find it works better (in my opinion) then bridges. I always manage to kill dwarves with my bridges...

One reason (but sufficient) is that magma doesn't destroy everything. I use both systems, and both are potentially dangerous, but ultimately my build involves the same precautions for both. So the main difference is that bridges eradicate items (particularly stone ones) which magma don't. Also it is easier to make a retrieval system for smasher than for magma (and I pull the switch after confirming everything is in order). I rarely uses retrieval, but it happens, when dwarves throw away something I want to keep.

By the way, ma favourite disposal room includes both magma and bridge. Magma is used only rarely, to decontaminate the room.

I don't remember last time I killed my dwarf with a bridge. It was probably during a siege, when some enraged soldier was slower than others in retreating, but it doesn't happen during peaceful times.

Pages: 1 ... 40 41 [42] 43 44 ... 119