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Messages - Cobbler89

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286
DF Dwarf Mode Discussion / Re: Just set up my first cyclotron
« on: December 26, 2012, 09:04:33 pm »
Oh, is that the name for when you put a simple loop of track across the middle of your fortress and power one end of it to get the cart to go around and around?

I did that experimenting with arcing airborne physics -- buncha rollers, a dip down and ramp back up... would probably have worked better with a ramp up from the ground level and no dip, but the real issue was the way my dwarves could not be made not to walk across the deathline.

To be honest, I have yet to get the hang of using minecarts to actually make hauling more efficient -- seems like you'd still need to have everything in more or less a finite number of places, each with certain sorting applied, and my biggest hauling problem was the time it takes to gather everything into one place in the first place. *shrug* It seems like they might help for forts with well organized production cycles though, I'm just not that good at being well organized about it.

Anyway, I think I prefer to call the cyclotron the "Blameless, Unbiased, Random Dedwarfinator", or BURD for short.

287
Good to see you -- you came in right as I was updating for an unrelated fix I found involving the mps3spi library and what looks like a dependency of it. Be sure to take a glance at that too.

The source for the modified files -- SoundSense.java, SoundsXML.java and Configuration.java -- is in both DFFD downloads. Let me know if you need anything else.
http://dffd.wimbli.com/file.php?id=7251
http://dffd.wimbli.com/file.php?id=7252

I did notice there weren't many alternative packs -- we will have to work on that. I personally use a lot of "packs" that basically have xml listings pointing to music in my music folder that I used to play while listening to Dwarf Fortress, so I figured it'd be handy to have more options for combining these with the official pack or each other without any of it being overwritten by an update to the official pack. (I'm the kinda guy who mostly wants to have environmental sounds and music, rather than particular game sound effects or announcements. I guess that's unusual, but Soundsense is wonderfully versatile.)

I guess I'll finally have to get an account on the wiki and train myself not to spend too much time on there... heh heh heh!

I also forgot to mention... kudos on writing a clear, solid program. It's not every day I learn how something like Java XML parsing works by reading someone else's non-academic-example code that does it. ;^)

Merry Christmas, all!

288
DF Modding / RAW format
« on: December 25, 2012, 01:47:41 pm »
A question: is the actual parsing of Toady's raw files just something he came up with, or is there some library out there he's using or building off of?

I have a utility I've been working on (er, was working on earlier this year...) that needs something similar, and I just read a thread here about making a better raw editting tool (better inasmuch as it translates the options the raws can have into a user interface form instead of just helping you browse and see syntax while you edit the text yourself)...

...And I thought, if this raw thing happened to have a certain well-defined way to parse it, I'm sure that would help people like us handle them -- and build our own configurations using the same syntax, so DF modders who aren't as used to XML as they are to the raws will find our configurations easy to work with. In either case it would make it easier for us to make the parsing safe and correct.

289
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 25, 2012, 01:32:55 pm »
I am unable to run debuggers on it in my 32bit build VM though because they fail with this error.
Code: [Select]
setarch: symbol lookup error: ./hack/libdfhack.so: undefined symbol: _ZTV8renderer
Anyone know why that would be?
Obviously you need to upgrade your Zed Television to the 8th Edition. The 7th Edition isn't good enough for the ASCII this game uses!!

...In all seriousness, it sounds (at a glance, to an amateur debuggist who has not yet tried to program on Linux, though it's on the todolist for some of his projects) as though dfhack referenced another library that is there for it to use normally, but isn't available to the debugger? If you could get that other library into the debugger's hands, so to speak, might that solve the issue? Could that be done by giving the debugger whatever program contains the other library? Maybe you should only pay attention to my jokes and not my actual advice; I don't seem to know as much as most others here. ;^)

290
Utilities and 3rd Party Applications / !!enhancements!! PLUS !!=fixes=!!
« on: December 24, 2012, 05:33:08 pm »
So, I looked through the thread a bit and saw that this is indeed open source, and I was able to make some modifications and compile them. See below for DFFD links.

---1---

First off, a guide to compiling modifications without being able to build the whole ant thingy. Because...

Er, did that work? If not, hard link: http://memegenerator.net/instance/32409495

Go to build.xml in the source. Find the "classpath" line that has something like "./lib/jl1.0.1.jar;./lib/freetts-1.2/freetts.jar;./lib/commons-codec-1.4/commons-codec-1.4.jar;./lib/autoUpdater.jar;./lib/jansi-1.8.jar". Copy this.

Copy the folder soundsense/lib to [source folder]/lib. If you want, copy the existing soundSense.jar to it if you don't want to recompile all the parts but only the modified ones.

Open the command prompt. Go to the source folder. Enter (pasting [try right-click...] the path from build.xml):
>javac -classpath "./lib/jl1.0.1.jar;./lib/freetts-1.2/freetts.jar;./lib/commons-codec-1.4/commons-codec-1.4.jar;./lib/autoUpdater.jar;./lib/jansi-1.8.jar;[./lib/soundSense.jar]" ./src/cz/zweistein/df/soundsense/[paths/files you wish to compile, in order of dependency]"

If this doesn't work, you need to have a java compiler properly installed -- it's been so long since I set that up that I couldn't tell you how to do it... last I recall Java versions and compiler setup was a scarey place I don't feel like revisiting, but if all else fails and you're not already part of some Java project that would connect you with expertise in the matter, you can always uninstall everything Java you have and install the latest JDK and it ought to wind up right. (Sorry I can't be more helpful there.)

Anyway, repeat this last step as necessary to compile all changed parts, keeping in mind to do the ones that are dependent on others only after the ones on which they depend.

Open up soundSense.jar -- for those of you who don't know, a jar is just a zip by another name! Remove the existing class files for the part(s) you modified. Copy in the parts you just compiled in their place(s).

Make sure this modified jar gets back in the soundsense folder and you're good to go!!

I would recommend putting such instructions on the wiki. Possibly along with instructions in compiling the whole thing properly using ant or whatever so that it gets the build designation updated. Might want to put instructions in that as to how to tag it as a modified branch. I manually opened my jar and changed the version.properties inside it to list it as release 36-mod, increment the build number and update the date/time built.

---2---

While we're talking about that, more stuff that should go on the wiki:

The playing of a random seasonal music upon fortress load is not hardcoded! It's under system, and is triggered by fortress loading log messages. The start of a new fortress happens to trigger the same list of stuff as Spring, nicely. 8^) Furthermore, you can look through the list of seasonal messages, find the one for the current season, click it, and click the play button at the bottom, and Soundsense will behave correctly for that season for the remainder of the season! Sure it's a manual trigger, but it's handy to know.

(I had the idea to add some functionality to allow things like fortress loading to somehow redirect to a random one of the seasons. While it was feasible, it turned out to be more trouble than such a feature is worth. Just copy-paste all the seasonal listings into the fortress loading sound when you're creating/updating a pack, at least for now.)

---3---

I have uploaded some modifications to the DFFD [see below], both the source and the updated jar file.

One thing I did was allow an xml file to have an includeDirectory tag with a "path" attribute specifying another pack or part of another pack to include in this one. Basically this allows you to mix and match pack parts much more easily: you can leave the official pack alone (perhaps just move it to soundsense/packs/OfficialPack) and build your own, entirely separate packs and pack pieces, then you can point to a particular directory that just contains a list of pack pieces to combine!

Example of new format: let's say I have the official pack moved to soundsense/packs/OfficialPack, and my current pack path pointed at ./packs/FireflyPlusActionLines/, then...
soundsense/packs/FireflyPlusActionLines/combine.xml could contain:
<includeDirectory path="./packs/Firefly/"/>
<includeDirectory path="./packs/ActionLines"/>

This brings me to another point: I made the directory loading add a / if there is niether / nor \ at the end of it. So if you forget to end in / or \, no big deal!

Here's another example: let's say that the official pack separated seasons into seasons/music and seasons/announcements; then, I could have...
soundsense/packs/Bare/include.xml contain:
<includeDirectory path="./packs/OfficialPack/seasons/music/"/>
<includeDirectory path="./packs/OfficialPack/weather/"/>
[and maybe a few things like discovering vast caverns underground]
...and soundsense/BarePlusActionLines/combine.xml contain:
<includeDirectory path="./packs/Bare/"/>
<includeDirectory path="./packs/ActionLines/"/>

(By the way, I imagine this "action lines" custom pack would be made of clips from famous movies... but frankly, I'd like to hear Rainseeker record a martial trance announcement, "I came t' pulverise elves wi' their own pointy ears, an' to eat opposum cheese... Ach, an' I be all outta opposum cheese!")

I do recommend the official pack separate seasonal announcements and music into separate directories so things like this can be done without regard to threshold settings -- I might want to have my own seasonal announcements in ActionLines with normal threshold settings even if the seasonal announcements weren't on the same priority as the weather (which they are by default, so...).

Anyway, the point here is that you can mix and match packs and pack pieces without having to extensively modify the sound listing xmls in any given pack, especially the default.

I also made it prevent infinite loops by tracking the absolute paths of directories it's parsed and refusing to parse the same one twice. This is helpful even without the inclusion of packs and pack parts because a devious OS user could achieve similar effect with symbolic links (but this is difficult to do and comes with more problems/limitations, so). It's just a good safety feature.

ETA: Now in version 2.0 you can also use <includeListing filePathAndName="pathto/sounds.xml"/> if you don't want to deal with separating everything into directories; would still require, say, seasonal music and announcements be separated into two .xml files, but not the whole directory separated. One thing I'm using this for is to include adventurer/enviroment.xml without the rest of the adventure mode sounds.

---4---

Of course, what's mixing and matching packs good for unless you can easily switch which one or which combination you're playing with? So now, the configuration xml's soundpacks tag, instead of expecting "path", expects "defaultPath" and "allowOverride". Set allowOverride to false to always use the defaultPath. Set it to true and Soundsense will ask you to confirm or change the path when it loads or reloads. Handy, no?

ETA: I just noticed that it was still saying "Done loading [configuration directory]..." rather than "Done loading [chosen directory]..." if you selected a different directory than the default. I changed configuration.getSoundpacksPath() in that line to soundsXML.toString() and uploaded this last tweak to the DFFD file. This probably doesn't matter in the long run unless you're zwei and are planning on putting the allow-user-to-choose-pack-directory-on-load/reload feature into the... uh, "main branch"? ;^)


---5---

It's not source code, but I also fixed Achievements.xml to use the mining message log pattern for the mineral deposit achievements (had been using the cat butchering log pattern!), and fixed the two cmds to run Achievements and MissingMessages so they'd include ./lib/jansi-1.8.jar and would actually work. ;^)


---DFFD---

With JAR.
Without JAR.


---FIX FOR MUSIC NOT PLAYING---

This may or may not solve all everyone's music not playing issues, but it solved mine...

Go to http://www.javazoom.net/mp3spi/sources.html

Get version 1.9.5 of mp3spi.

Open up the zip.

Copy mp3spi1.9.5 to soundsense/lib/MP3SPI and delete mp3spi1.9.4 from that folder.

Go to "lib" in the zip.

Copy jl1.0.1 to soundsense/lib/MP3SPI and delete jl1.0 from that folder.

If you can figure out how to recompile the exe to use these, do so. I can't. But read on!

Edit soundSense.cmd: where it points classpath to mp3spi1.9.4, change that to mp3spi1.9.5, and where it points to jl1.0, change to jl1.0.1. You can now run Soundsense using soundSense.cmd and have everything work! I have added the updated soundSense.cmd to the zip downloads on DFFD, but it won't do you any good unless you replace the jars from http://www.javazoom.net/mp3spi/sources.html

This upgrade should probably be incorporated into the main release at some point, obviously.


291
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 22, 2012, 10:18:15 pm »
Unrelated questions because I'm fiddling with Soundsense (though I am well aware that that utility is meant to run independent of dfhack and I wouldn't want it to require dfhack, there are things I think users of both may be able to improve for themselves...):

Is it possible to have a dfhack script check the current season? What about the status of whether any given race's caravan is present/trading/etc? The status of beseigedness? Of revealed ambushers present on the map? Of weather in a general way (whether there's rain, snow or evil weather on the map, not necessarily a detailed weathermap like the one dfhack utility)? Of whether Hell is revealed? (I'm pretty sure the answers to a lot of these are yes, based on other dfhack tools already in existence, but if anyone would be so kind as to point me in the general direction to look in lua for any of these I'd sure appreciate being spared from digging through dfhack tools' source code.)

Is it possible to have a dfhack script output to gamelog.txt?

292
Wild question: I see you have the source bundled with the download... I have a few ideas for changes to improve the ability of a user to set up his own packs and switch between them and/or mix and match parts without having to edit the xml trigger/sound/music listings themselves, to improve the handling of the unknown starting season thing, and possibly do something about adventure mode. Would you be interested in a detailed but concise report of suggested modifications/additions to the code based on my reading the source and these ideas for improvements? (And/or actual modified code, but the reliability of that would depend on whether I can get it to compile, which I might not figure out even using the code as-is. [Rant about problems I've had trying to compile Java projects redacted.])


ETA: Turns out most of what I would like for the whole seasonal thing is there, the wiki just doesn't say much about it -- if you want I can make suggestions about that too. ;^) I did figure out how to make another change or two I think would make it way easier to throw together custom sound packs and mix and match them, possibly including parts of the official pack, without meddling with the pack itself. If it's alright with you I can post the changed files on the DFFD along with explanations and related suggestions... I haven't been able to compile so far but I _think_ that's more not being set up properly for it than the changes themselves.

I haven't had a chance to experiment with Adventure Mode yet (or, for that matter, to do all the experimenting I'd like to do with regard to music relating to game status in Fortress Mode), but I may or may not have any particular suggestions once I have (it may come down to ideas for arranging the pack listings more than anything else).

293
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 22, 2012, 03:42:52 pm »
Is there a way to set the direction of a ramp -- as viewed by probe?
Ramps do not have a direction - the "direction" you're seeing with river ramps is a property of the river, not the ramp, and all it seems to do is control the direction in which contaminants are pushed when they end up in the water (i.e. so the blood runs downstream).

Aaaah, good to know.

...Still curious if it can be set -- clearly this tile should match all the other river tiles here...

ETA: I posted and got a gateway timeout, so I hit refresh and told the browser yes, try resending the info (because I'd rather clean up a double-post than having to rewrite it)... and got the usual "a reply has been posted while you were working on yours" message -- about my own reply that posted. I just ninja'd myself!!

294
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 21, 2012, 08:44:48 pm »
Is there a way to set the direction of a ramp -- as viewed by probe? Tiletypes doesn't seem to support it. I can't find the lua stuff to read/write that data for a tile, though I'm sure it must be in there and I've been using this technique to explore (pro tip to anyone new to the lua options exposed through dfhack).

I somehow messed up a river ramp -- or at least, I think I did -- and am trying to use dfhack to fix it. So far I've got it to be just like the other river ramps again except for the direction. First time using dfhack extensively -- not so much that I think "hacking" a game with no competitors and no high scores is inherently wrong, but I tend to prefer the vanilla experience and don't really want to use hacks to get stuff done unless it's something I A) kinda need and B) don't have another way to accomplish (for example, I've used drybuckets or whatever it was back when the bucket water bug plagued my fortresses, and I might apply clean judiciously if I felt it mattered -- is there a way to clean the map, but only the tile under the cursor?)... not that I mind if anyone else likes to, obviously... Anyway, this just happens to be one such thing, correcting a mistake that affects something that game doesn't give you much way to revert (unlike, well, a lot of the stuff in DF that can be reverted or at least rerandomized). But it's the first time I've really wanted to do that, so I'm a little flummoxed how to get all the details.

It would be nice, by the way, to have a version of tiletypes/probe that set tiletypes to match the results of a probe. I'd code it myself if I knew how...

295
DF General Discussion / Re: Dwarf Fortress Theme On Piano (and more)
« on: December 21, 2012, 08:21:07 pm »
By the way, did I read correctly that these were composed in Finale? (I'm going to get my hands on everything you've made shortly, and then I'll just know. But for the moment I'm listening to all them Gemclod tracks just for the hey.) If so, anybody interested in building on the arrangement, printing it out, etc. could probably google "finale notepad"... Really good program as music composition software goes, by the way -- maybe not as high quality as some stuff out there, but as far as I know the best thing you can get free/cheap if you want classical composition methods instead of those funny-lookin' midi dots.

Also: this is epic, in a dark, melancholy way. Like Dwarf Fortress. Kudos!!

Also also: guys... Soundsense. Just sayin'.

ETA: Tree Killer reminds me so much of the old Dragon Warrior/Quest games I will need to listen to it a few times so I can enjoy it without the urge to crack up in fits of laughter. XDDD

It's weird, but it makes me feel at home here somehow. I mean I've always loved the forums since I discovered DF (even if half the people here are crazier than I am -- which is saying something, since I've been known to look at things and say "I could simulate that based on the mathematical patterns, with variables and options for the variations!"), but this... Nostalgia. Gentle music, happy, sad. Everyone gathering around the pianist in the evening. This is pretty durned special for what's essentially a large, loose fan club of a particularly insane computer game.

Sirocco has organized a party around the *synthesized wood piano*.

ETA2: Megaupload is telling me the feds nailed them. Is this stuff on the DFFD?

296
DF Gameplay Questions / Re: Magma-heated rivers in winter
« on: December 16, 2012, 08:42:12 pm »
Oh, if only I had embarked in a freezing biome where it wouldn't flow in the first place unless I heated it, that would be a pretty nifty thing to be able to control... set up a nice end pool outdoors but heated by magma, but with a release to shut off the heat...

297
DF Gameplay Questions / Re: Magma-heated rivers in winter
« on: December 16, 2012, 08:25:57 pm »
2) You need to constantly pump the magma anyway. I'm pretty sure that the magma beneath the body of water must be in motion in order for the game to register that the area above it is heated, and thus prevent ice from forming.
Huh. Would not have guessed that. I guess I'll find out eventually.

That said - why keep the river flowing? There should be an abundance of water in the caverns that will never freeze (unless you've exposed it to sunlight). Wouldn't that be easier?
Mostly I want to wash my enemies out by rerouting the river through the hallway used to reach my fortress, but of course it freezes in Winter, making the job of creating the reroute easier but potentially limiting the useability.

298
DF Gameplay Questions / Pressure and washing enemies out
« on: December 16, 2012, 08:16:37 pm »
If I have a setup like this side view...

~ = water
# = natural wall
X = water + hypothetical location of enemy when this system is unleashed

Code: [Select]
        ~~
 #######~#
 #######~#
 #~~~###~#
~~~#~~X~~#
##########

...so the water above is forced by pressure over the hump and out in the end, will enemies crawling along the bottom inside at X be pushed over the hump and out, or get stuck there under the water but not washed out? Does it make a difference whether there are up ramps on either side of the hump?

299
DF Gameplay Questions / Magma-heated rivers in winter
« on: December 16, 2012, 07:22:43 pm »
I have been told that if you put Magma on the level under a level of water above-ground, the above-ground water will not freeze in Winter.

1) Can anyone confirm if this is true?

2) If I put the magma up to the map edge, obviously I can't put it at the map edge itself except by letting it flow out through fortifications (which requires constantly pumping the magma up and requires the edge on that level be stone), will the river source remain unmelted and flowing, or is it not enough to have the magma nearby if it can't be actually under it? I'm basically wonder whether I'll have to constantly pump magma up to let it flow out through fortifications under the river (and, by extension, whether it will be impossible to handle on rivers that do not have stone underneath them).

ETA 3) If I put a tile of magma on the ground on the surface, and walls between it and the river (or, you know, plunk it in a hole dug right next to the river one natural wall between them), how many tiles of river away will it keep unfrozen, and will diagonal be treated differently to create a circle of influence or will it be square?

300
DF Gameplay Questions / Re: river going through raised bridge
« on: December 15, 2012, 08:00:27 pm »
It's what's in the side and top-down diagrams...

I'm still not sure what's up, but I'm going to savescum and see if it happens again -- if so I can upload a save and see if anyone can figure it out.


ETA: Not reproducible. Still no idea what happened before, but it seems to be fine now. *shrug* Let's hear it for savescumming! (Well, in limited circumstances like getting something like this to work, anyway. Not so much for forcing the RNG to favor you.)

Leaving the thread unlocked in case anybody has had this happen to them and has a decent idea what the cause was.

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