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Messages - kionmaru

Pages: 1 [2]
16
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 18, 2012, 10:20:02 am »
@DwarfEngineer - One thing you may want to toss in, is on slackware (for instance) pidof is in /sbin, which is not in a regular users search path. You might want to add a sanity check so that if DT is trying to ptrace PID 0, toss an error and say "We need pidof in our shell PATH variable in order to locate the Process ID (PID) of Dwarf_Fortress so that we can attach to it and fiddle its memory bits."

It took me awhile reading strace logs of dwarftherapist before I figured out why the !$%! it was trying to ptrace init... ;)

17
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 18, 2012, 10:15:48 am »
Generating a new ini for an incremental release (0.34.01 to 0.34.02) is actually fairly easy, it turns out. The trouble is from something like 0.31.25 to 0.34.01, because all of the offsets inside the data structures change completely.

So someone with windows DF and windows DT and a bit of knowledge can generate a new memory map pretty quickly - ten minutes or so. So on that front, once some of the windows guys hop on you should see new ini files for those shortly, or DE may make his own when he's ready for the release (in a few hours hopefully!) ;)

Hope that clears that up.

18
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 18, 2012, 09:03:55 am »
Here's the ini file I've got right now for DT Linux, for DF2012 0.34.02:

Code: [Select]
[info]
checksum=0xf4fc8347
version_name=v0.34.02
complete=true

[addresses]
translation_vector=0x095ca018
language_vector=0x095ca000
creature_vector=0x09588ccc
dwarf_race_index=0x09570660
squad_vector=0x095c6bd4

[offsets]
word_table=0x001C

[word_offsets]
base=0x0000
noun_singular=0x0004
noun_plural=0x0008
adjective=0x000C
verb=0x0014
present_simple_verb=0x0018
past_simple_verb=0x001C
past_participle_verb=0x0020
present_participle_verb=0x0024

[dwarf_offsets]
first_name=0x0000
nick_name=0x0004
last_name=0x0008
custom_profession=0x003c
profession=0x0040
race=0x0044
flags1=0x008C
flags2=0x0090
sex=0x00A6
id=0x00A8
recheck_equipment=0x0148
current_job=0x0274
states=0x0
souls=0x05e8
labors=0x0604
happiness=0x0694
squad_ref_id=0x06f8

[soul_details]
skills=0x01D4
traits=0x01EC

[job_details]
id=0x0008
on_break_flag=0x0011
sub_job_id=0x0040

[squad_offsets]
id=0x0000
name=0x000C
members=0x0044

[valid_flags_1]
size=1
1\name=Not from around these parts
1\value=0x80000000

[valid_flags_2]
size=1
1\name=Dead. Deceased. An Undwarf!
1\value=0x02000000

[invalid_flags_1]
size=7
1\name=a zombie
1\value=0x00001000
2\name=a skeleton
2\value=0x00002000
3\name=a merchant or diplomat
3\value=0x00000040
4\name=outpost liason
4\value=0x00000800
5\name=an invader or hostile
5\value=0x00020000
6\name=an invader or hostile
6\value=0x00080000
7\name=an invader or hostile
7\value=0x000C0000

[invalid_flags_2]
size=2
1\name="dead, Jim."
1\value=0x00000080
2\name=from the Underworld. SPOOKY!
2\value=0x00040000

19
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 16, 2012, 06:05:07 pm »
@Darmarius, that's exactly what I did to find the recheck equipment offset.. I'd calculated it last night but with the labors not showing properly, hadn't tested it until I was in the middle of that post - You beat me to it! Exactly what I was diabolically planning on doing tonight when I had the time.

Again, thank you so much :D

20
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 16, 2012, 04:53:35 pm »
@DwarfEngineer - Thank you, I'll go through that thread and a bit and see if I can't find more. :) This is the first time I've messed with this kind of thing in a very, very long time.
If you take a look at this thread, it covers how to find the squad vector:

@Darmarius - That's so awesome, thank you.
Found the squad offset on linux (well, DT found it for me :P): 0x095c47b4


@dyn - Sweeeeet! I'm quoting your message here for completeness.
I got the okay from Dwarf Engineer to post this quick fix before it is verified by him for official release. This should fix the  IDs to correctly display professions, in the process fixing the dwarf child labor issue and the military Recruits without a weapon specialty not showing up at all. Just open up the file game_data.ini in the etc folder and replace the entire [professions] heading with the code below.

Code: [Select]
[professions]
# all professions assume can_assign_labors is true, and is_military is false
size=106
1/name = Miner
1/id = 0

2/name = Woodworker
2/id = 1

3/name = Carpenter
3/id = 2

4/name = Bowyer
4/id = 3

5/name = Woodcutter
5/id = 4

6/name = Stoneworker
6/id = 5

7/name = Engraver
7/id = 6

8/name = Mason
8/id = 7

9/name = Ranger
9/id = 8

10/name = Animal Caretaker
10/id = 9

11/name = Animal Trainer
11/id = 10

12/name = Hunter
12/id = 11

13/name = Trapper
13/id = 12

14/name = Animal Dissector
14/id = 13

15/name = Metalsmith
15/id = 14

16/name = Furnace Operator
16/id = 15

17/name = Weaponsmith
17/id = 16

18/name = Armorer
18/id = 17

19/name = Blacksmith
19/id = 18

20/name = Metalcrafter
20/id = 19

21/name = Jeweler
21/id = 20

22/name = Gem Cutter
22/id = 21

23/name = Gem Setter
23/id = 22

24/name = Craftsman
24/id = 23

25/name = Woodcrafter
25/id = 24

26/name = Stonecrafter
26/id = 25

27/name = Leatherworker
27/id = 26

28/name = Bone Carver
28/id = 27

29/name = Weaver
29/id = 28

30/name = Clothier
30/id = 29

31/name = Glassmaker
31/id = 30

32/name = Potter
32/id = 31

33/name = Glazer
33/id = 32

34/name = Wax Worker
34/id = 33

35/name = Strand Extractor
35/id = 34

36/name = Fishery Worker
36/id = 35

37/name = Fisherman
37/id = 36

38/name = Fish Dissector
38/id = 37

39/name = Fish Cleaner
39/id = 38

40/name = Farmer
40/id = 39

41/name = Cheesemaker
41/id = 40

42/name = Milker
42/id = 41

43/name = Cooking
43/id = 42

44/name = Thresher
44/id = 43

45/name = Miller
45/id = 44

46/name = Butcher
46/id = 45

47/name = Tanner
47/id = 46

48/name = Dyer
48/id = 47

49/name = Planter
49/id = 48

50/name = Herbalist
50/id = 49

51/name = Brewer
51/id = 50

52/name = Soap Maker
52/id = 51

53/name = Potash Maker
53/id = 52

54/name = Lye Maker
54/id = 53

55/name = Wood Burner
55/id = 54

56/name = Shearer
56/id = 55

57/name = Spinner
57/id = 56

58/name = Presser
58/id = 57

59/name = Beekeeper
59/id = 58

60/name = Engineer
60/id = 59

61/name = Mechanic
61/id = 60

62/name = Siege Engineer
62/id = 61

63/name = Siege Operator
63/id = 62

64/name = Pump Operator
64/id = 63

65/name = Clerk
65/id = 64

66/name = Administrator
66/id = 65

67/name = Trader
67/id = 66

68/name = Architect
68/id = 67

69/name = Alchemist
69/id = 68

70/name = Doctor
70/id = 69

71/name = Diagnoser
71/id = 70

72/name = Bone Setter
72/id = 71

73/name = Suturer
73/id = 72

74/name = Surgeon
74/id = 73

75/name = Merchant
75/id = 74

76/name = Hammerman
76/id = 75
76/is_military = true
76/can_assign_labors = true

77/name = Master Hammerman
77/id = 76
77/is_military = true
77/can_assign_labors = false

78/name = Spearman
78/id = 77
78/is_military = true
78/can_assign_labors = true

79/name = Master Spearman
79/id = 78
79/is_military = true
79/can_assign_labors = false

80/name = Crossbowman
80/id = 79
80/is_military = true
80/can_assign_labors = true

81/name = Master Crossbowman
81/id = 80
81/is_military = true
81/can_assign_labors = false

82/name = Wrestler
82/id = 81
82/is_military = true
82/can_assign_labors = true

83/name = Master Wrestler
83/id = 82
83/is_military = true
83/can_assign_labors = false

84/name = Axeman
84/id = 83
84/is_military = true
84/can_assign_labors = true

85/name = Master Axeman
85/id = 84
85/is_military = true
85/can_assign_labors = false

86/name = Swordsman
86/id = 85
86/is_military = true
86/can_assign_labors = true

87/name = Master Swordsman
87/id = 86
87/is_military = true
87/can_assign_labors = false

88/name = Maceman
88/id = 87
88/is_military = true
88/can_assign_labors = true

89/name = Master Maceman
89/id = 88
89/is_military = true
89/can_assign_labors = false

90/name = Pikeman
90/id = 89
90/is_military = true
90/can_assign_labors = true

91/name = Master Pikeman
91/id = 90
91/is_military = true
91/can_assign_labors = false

92/name = Bowman
92/id = 91
92/is_military = true
92/can_assign_labors = true

93/name = Master Bowman
93/id = 92
93/is_military = true
93/can_assign_labors = false

94/name = Blowgunman
94/id = 93
94/is_military = true
94/can_assign_labors = true

95/name = Master Blowgunman
95/id = 94
95/is_military = true
95/can_assign_labors = false

96/name = Lasher
96/id = 95
96/is_military = true
96/can_assign_labors = true

97/name = Master Lasher
97/id = 96
97/is_military = true
97/can_assign_labors = false

98/name = Recruit
98/id = 97
98/is_military = true
98/can_assign_labors = true

99/name = Trained Hunter
99/id = 98
99/is_military = false
99/can_assign_labors = true

100/name = Trained War
100/id = 99
100/is_military = false
100/can_assign_labors = true

101/name = Master Thief
101/id = 100
101/is_military = false
101/can_assign_labors = true

102/name = Thief
102/id = 101

103/name = Peasant
103/id = 102

104/name = Child
104/id = 103
104/is_military = false
104/can_assign_labors = false

105/name = Baby
105/id = 104
105/is_military = false
105/can_assign_labors = false

106/name = Drunk
106/id = 105

@Bifidius - Yes, DT works natively on linux. You use hg (mercurial) to clone DE's source tree, then get in it an qmake && make. After that, you have the DwarfTherapist binary in bin/releases/DwarfTherapist. It's pretty cool stuff.

@Darmarius (again!) Wow - thank you :D
Ok, I've found the labor offset (still linux): 0x0604
The soul offset SHOULD be at 0x05e8, but I haven't been able to confirm that since the soul details have changed too.

I'm really going in the dark here :| I'm trying to find similarities between a 2010 memory dump and 2012's, but so far the soul details has eluded me. I'll update some more tonight if I find other offsets.

So, I've got dyn's game_data.ini fix, and I've got the bits from darmarius and I now have a somewhat functional DT - you can see the correct labors assigned on your starting seven dwarves, and. I just successfully changed one of my dwarves labor from DT. I expect that we don't have the re-equip offset right, so enabling/disabling the jobs of miner, woodchopper, anything that requires an equipment change will need to be done actually in DF itself; but it's still got the advantage of knowing which name you want to enable the skill on.

Actually, make that known.. recheck_equipment=0x0148

Like most here, I'm also working from the 31.25 ini file, but here are the known values we (believe) we now have:

Code: [Select]
[info]
checksum=0xa42a074a
version_name=v0.34.01
complete=false

[addresses]
translation_vector=0x095c7bf8
language_vector=0x095c7be0
creature_vector=0x095868ac
dwarf_race_index=0x0956e240
squad_vector=0x095c47b4

[offsets]
word_table=0x0000001c

[dwarf_offsets]
labors=0x0604
recheck_equipment=0x0148
souls=0x05e8

Of course, all of this should be considered beta, some of them are educated guesses, and some may be wrong in subtle ways we don't yet know.. etc. But on my DT, this gets me to where I can at least view and set labors, however I can't tell how much *skill* any dwarf has in any labor.  Yet.

21
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 16, 2012, 06:55:49 am »
Here's what I've got so far for Linux.

[info]
checksum=0xa42a074a
version_name=v0.34.01
complete=false

[addresses]
translation_vector=0x095c7bf8
language_vector=0x095c7be0
creature_vector=0x095868ac
dwarf_race_index=0x0956e240
squad_vector=0x0

[offsets]
word_table=0x0000001c


I'd dink around on this more tonight, but I'm already exhausted. Someone else want to pick up the DT linux squad vector and offsets?

22
DF Dwarf Mode Discussion / Re: Artifact Anvil~
« on: January 27, 2012, 08:39:35 am »
You'll get more than twice the value increase in your fort from an artifact anvil. Once simply because it was crafted and once again for being part of a building. If you've not already exhausted your supply of enemies you might expect larger numbers.

YES! An actual attack in 253 might test the new glass serrated disc weapon traps I'm building.

I've almost got enough bone crossbows to arm my dorfs!

But I'm out of trees for building enough beds. >.<;

I'm really liking this world. Turned up savagery on world-gen.

23
DF Dwarf Mode Discussion / Artifact Anvil~
« on: January 27, 2012, 08:29:56 am »
"Relieved mansion", a zinc anvil!

This is a zinc anvil. All craftdwarfship is of the highest quality. It is encrusted with green zircon and encircled with bands of llama bone. On the item is an image of diamonds in zinc. On the item is an image of Solon, the diety of discipline, depicted as a male dwarf in moose leather. Solon is striking a triumphant pose. On the item is an image of Catten Toolchucked the dwarf and Eliye Dunecomets the Sunny Twighlight the roc in yak bone. The artwork relates to the dwarf Catten Toolchucked's confrontation of the roc Eliye Dunecomets the Sunny Twilight.


Now.. artifact items always have bonuses right?
*builds a new forge* yaaay I'm the only dwarf with a ZINC ANVIL!

24
DF Dwarf Mode Discussion / Re: Lucrative Industries
« on: January 22, 2012, 08:39:29 am »
I don't believe that I, at any point in time, intimated that I knew everything.

What I do know is that after five years, I've got a fort worth 1.5 million urists, (I think I'm saying that right ^^), a population of 194.. and I finally got a baron! whewt.

I also have three serrated iron disc traps, and so far.. My military has been mostly redundant. My goblinite is made of troll fur.

*shrugs* I suppose that's what I get for dropping the fort down where it started the screen after a new world gen.

25
DF Dwarf Mode Discussion / Re: Lucrative Industries
« on: January 21, 2012, 10:00:18 pm »
Just a smidge, eh?

Heh.

I don't really have that feeling of an oppressed, close to the edge fortress clinging on for dear life and desperately trying to make enough craft goods to buy item X they really need.. It's more like, first caravan.. *bamf* I'll buy all your steel, gems, and all the food you have, oh, and all the logs you brought,mmm.. Yep, all the leather too. Here... have these five meals in trade! *trader is ecstatic* awh hell, here, take the other 12 stacks as an offering to your leader, I don't need 'em anyway.

It makes me wonder just how far a fort could with just 1x1 plots... Hmm. I might try that next. ^^ Since I can't get any fewer planters without having none.

lawl.

26
DF Dwarf Mode Discussion / Re: Lucrative Industries
« on: January 21, 2012, 09:43:37 pm »
So if I'm understanding everyone right...

It's sort of expected that dwarven economies revolve around food, not gold and stone?

Also... While I've got a number of dwarves that can plant.. I've only gone *one* with the labor enabled... One planter, supporting 3/4ths of my fort industry.

It just seems kind of lopsided somehow.

27
DF Dwarf Mode Discussion / Lucrative Industries
« on: January 21, 2012, 05:50:28 pm »
So I have a small set of farms. Five, six squares. One for each type.

When the fort's first starting, food stays pretty scarce.. But as more dwarves move in, my planters get more experienced... and food? Not a problem.

I'm running over with food.

I don't have problems with caravans.. Just sell them a stack (maybe two..) and I've bought out the ENTIRE CARAVAN.

Have another industry? Why. Selling food is the most lucrative, isn't it?

But wait.. aren't dwarves supposed to be renowned for THINGS BESIDES COOKING?

>.<

I have over 30 raw meats, over 30 raw fishes, almost 400 plants I'm trying to process one way or another, and only FIVE HUNDRED prepared meals... and a hundred units of Boooze!

With three shops. One planter, one cook, one brewer, one miller, one spinner, and about 120 other dwarves.

So... Methods for keeping the mad food industry in check? i.e. how to balance it so that I make enough food for my dwarves (and booze!) - but not so much that I can ignore all other industries in favor of food?

28
DF Gameplay Questions / Re: How to tell what's selected?
« on: December 22, 2011, 05:06:05 pm »
No, actually, I'm not at all color blind... especially not contrast-blind!

But it looks like my *monitor* is doing some sort of... contrast adjustment or something automagically...

Magma McFry, you're a genious.

I changed lgrey to 128, and I changed dgrey to 102..

And now everything looks like it *ought* to look.

O.o go figure. Thanks!

29
DF Gameplay Questions / How to tell what's selected?
« on: December 22, 2011, 03:55:51 pm »
I've played DF off and on for awhile, and quite love the game.

However, the versions I've gotten in the past couple days all seem to be doing something bizarre.

First screens, I've got dark grey options and the one that's highlighted is white. Everything is great until I get to "Play Now!" and "Prepare for the journey".

Both options are exactly the same color. There's no way to tell which option is highlighted, except that the N of Play Now! changes color almost unnoticably - the other characters all stay the same color. If I try to prepare, I can't tell what dwarf is selected, I can't tell what option is selected....

If I fumble through this and try and create an area for say, refuse, I can't tell if it's refuse and water, if I accidentally hit a key, I have no way of finding out what's enabled, etc. etc.

I've tried SDL Windows and Linux versions, and I've also tried legacy windows, and the problem persists. Each version of the game is unzipped in a fresh directory.

Does anyone have any idea what to do to make the unhighlighted and/or unselected options have a dimmer color then highlighted/selected options? This is driving me nuts, it makes the game unplayable because I can't tell what's going where or which button I might have hit accidentally, etc. It's not that the game can't be played, its that it drives me too batty to play the game.

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