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Messages - RadHazard

Pages: [1] 2 3 ... 9
1
I can report that I'm experiencing the same crash as chemax.  I'm running on windows 7 if that matters and I tried it with both my existing copy of Dwarf Fortress with a tileset and a freshly-downloaded copy of 40.24 with no tileset.

I did find something that may be helpful in debugging, however.  I attempted to run dfeverywhere by opening it from windows explorer with DF running in the background.  For both versions of DF I tried, it reported a tile size of 09x01 before crashing.

I thought it may have been having trouble locating the DF window since it wasn't the topmost window, so I created a shortcut on the desktop and tried again.  When I did that, it still crashed for both versions, but the tile size it reported was 16x15 instead.

Next, I tried running the executable through the command prompt, which also consistently reported 16x15 before crashing.

The number it gives is consistent as well.  I've done it multiple times and it always reports 09x01 when I run it directly through windows explorer and 16x15 when run through the shortcut or command prompt (except for one time when it reported 01x<something> that I wasn't able to replicate).  I noticed no difference when running DF maximized or windowed, TrueType on or off (for the tileset version) or whether or not DF was the top-most window aside from windows explorer.  When DF was minimized, it did correctly detect that and exit with an error message rather than crashing.

2
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: August 24, 2014, 05:39:01 pm »
If you're describing what I think you are, that's an issue with TrueType, and affects everyone who enables it.  It's a bug in Dwarf Fortress itself, and unfortunately it may not get fixed soon or possibly ever, since the TrueType code was written by someone else, and Toady says he doesn't quite understand it.  The only workaround is to disable TrueType and deal with some of the text tiles being funny-looking.

3
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 26, 2014, 02:06:45 pm »
I've got a question about thread in adventure mode reactions.  I have an old, very-heavily-modified version of the Wanderer's Friend mod that I've since updated for 40.XX.  I'm trying to re-do a lot of the reactions to make them a big more involved, but I'm running into an issue with thread.  The old Wanderer's Friend didn't use thread very much, and when they did, it was a single piece of thread specified with [REAGENT:A:1:THREAD:NONE:NONE:NONE].  I know thread has a thing where it actually has a size of 15000 units, so I changed all the references to [REAGENT:A:15000:THREAD:NONE:NONE:NONE], and specified reactions that take multiple units of thread as, for example [REAGENT:A:75000:THREAD:NONE:NONE:NONE] for five units.  That seems to work correctly, but the problem is that reactions ask for an extra piece of thread (the screen says 0 units remaining but still prompts for another thread), although don't seem to consume that extra piece.  I tried bumping it down to 14999 and 74999, but it still asked for two and six pieces, only the screen said -1 units remaining.  Is there a workaround or a fix for this?  I guess I could always have multiple [REAGENT:A:1:THREAD:NONE:NONE:NONE] tags if I have to.

4
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 01, 2012, 06:43:19 am »
Wait, Gore attacks don't exist anymore?
Because my last character got his ass kicked by bogeymen who liked to gore me face.

I believe Putnam means that GORE type attacks, a specific thing with special qualities, no longer exist.  There are still attacks named "Gore" in the game.

5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 08, 2012, 03:41:05 pm »
Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.

Really? It's under the secrets of life and death in the 'interaction_secret' text file.

Spoiler (click to show/hide)

The default EXAMPLE_RAISE interaction is located in a separate folder from the raw files.  It never actually gets loaded into the game.  If you want your custom interaction to work, you can just copy the interaction_secret.txt file from the "interaction examples" folder to "objects" folder.

6
DF General Discussion / Re: Devlogs from 2050
« on: September 17, 2012, 09:08:25 am »
 - Fixed a floating-point error in quantum phenomena calculations.  Extremely long world gen civs should no longer deduce that they are living in a simulation by measuring quantum fluctuations.
 - Added checks to prevent save-scumming in multiplayer games in order to avoid causal loops.
 - Adventure mode should now properly overwrite the free-will of your character.  Adventurers should no longer beg others to free them of their enslavement.
 - Deities once again buffed.
 - Megabeasts have been re-enabled.  They now alter local physical laws in such a way that allows them to exist, until a more permanent solution is found.
 - Disabled randomized physical laws until more reasonable limitations can be implimented.  World gen should reject far fewer worlds now.

In other news, the Nobel Prize committee has decided the Physics award for the discovery of room-temperature superconductors will be jointly awarded to both me and DorfBeard73, who's dwarves were the first to make this discovery.

7
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: September 13, 2012, 05:56:00 am »
[User is sleep-deprived]
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_STONE]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_S]
   [REAGENT:STONE:1:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:STONE:NONE]
   [SKILL:STONECRAFT]

[REACTION:MAKEQUIVER_METAL]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_M]
   [REAGENT:METAL:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:METAL:NONE]
   [SKILL:METALCRAFT]

Why isn't it working? Made a ranged-weapon based civ, failed really hard as to why they're not shooting.

It's not working because you're making the reagents wrong. You confused identifiers and materials.

To expand on what Putnam is saying, you have to change the lines
Code: [Select]
[REAGENT:WOOD:1:NONE:NONE:NONE]
[REAGENT:STONE:1:NONE:NONE:NONE]
[REAGENT:METAL:1:NONE:NONE:NONE]

to something like this:

Code: [Select]
[REAGENT:WOOD:1:WOOD:NONE:NONE:NONE]
[REAGENT:STONE:1:BOULDER:NONE:NONE:NONE]
[REAGENT:METAL:150:BAR:NONE:INORGANIC:NONE] (bars have 150 "parts" to them, so 150 quantity is equal to one bar)

This is because of the way reagent tag works.  It's defined as [REAGENT:<identifier>:<amount>:<item type>:<item subtype>:<material type>:<material subtype>]
The item and material tags are what define what item(s) are accepted by the reaction.  The identifier is simply a tag so that other tags can interact with it.

For example, these two interactions work exactly the same
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:A:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:WOODCRAFT]

Hope this helps  ;)

8
DF Adventure Mode Discussion / Re: What is your signature weapon?
« on: August 15, 2012, 02:59:56 pm »
Mine is the legendary ☼White Stork Bone Bow☼, made from the bones of my greatest adversary and slayer of my previous adventurer.  In my opinion, there's nothing more satisfying than avenging the death of a previous adventurer and then turning their killer's bones into a masterwork weapon, via the Wanderer's Friend mod.

Anyone who dares say that a stork hardly makes for a challenging adversary has never seen one up close.  To this day, I'm still haunted by memories of their horrible, horrible bills... *shudder*

9
DF Adventure Mode Discussion / Re: Sentient creature butchering.
« on: July 06, 2012, 04:14:15 pm »
In theory, when a night creature kills a hystorical figure (like your adventurer) they keep their remains and a random part of them apears in their lair when you visit (head, bones, meat, blood, etc.). Havent tried having a companion killed by them, and then exit the site and go back in to see if theyve butchered them.

I'm fairly certain night creatures don't butcher things they kill during play, or at least I've never seen it happen.  I've lost three adventurers to one night creature before, and when I finally killed it with my fourth one, their intact bodies were still there.  This was in 0.34.07, but I don't think anything has changed since.

10
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 06, 2012, 03:46:13 pm »
Ok here's another one I'm trying to do ATM, but is not working....

Voluntary transformations....

I'm trying to get a creature to transform from a normal cat into some other creature all together, but I'm get it to trigger mainly for example, when the character engages in combat say in Dwarf Fortress mode.

Here's a sample piece of my code. Can someone point out where I went wrong?

Spoiler: interaction tag (click to show/hide)


Mind telling me where I went wrong? Assuming I don't find the answer first?

Both Delioth's and Hugo's ideas will work.  USAGE_HINT:FLEEING will make your creature use the ability as an emergency transformation, whereas the "tennis interaction" will make it happen when they first start combat.

11
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 08, 2012, 04:18:33 am »
Two questions:

1.  Aside from the quality of items that already have hard-coded quality modifiers, is there any way of tying a reaction or interaction to a particular skill level in a particular skill?  For instance, is it possible to make a workshop that trains MAGIC_NATURE, and then give a new interaction to creatures once they have leveled up to a high enough magic level?  Or make custom cooking reactions where higher-level cooks can produce more advanced meals?

2.  Is there a way to alter the time period that a reaction takes?  Like make a workshop reaction that takes a really, really long time to complete?

1) As far as I know, there's no way to unlock reactions/interactions based on skill.

2) I believe adding more products to the reaction makes it take longer.  You could just add some kind of rock that boils away harmlessly to increase the time it takes.

12
Haha, I was wondering what was keeping you.  Don't worry, I've been having that problem too ;D

13
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: May 07, 2012, 07:28:27 pm »
Hmm, that would explain why I got Dwarf Meat[99] from that dwarf-turned-dragon I butchered.  Funny how butchering sentients is frowned upon, but as soon as the turn into a dragon they're fair game.  I'll go ahead and add that to the first post.

14
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: April 27, 2012, 06:32:15 pm »
Here's some instructions on how to get a basic transformation interaction up and running.

First, create a text file inside the raw/objects folder, and call it interaction_customtransformation.txt.  Stick this in there:
Code: [Select]
interaction_customtransformation

[OBJECT:INTERACTION]

[INTERACTION:CUSTOM_TRANSFORMATION]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:target]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
      [CE_BODY_TRANSFORMATION:START:0:END:200]
         [CE:CREATURE:CAT:MALE] // You can change this to any creature you want, assuming you don't want to be a cat :P.  Format is CE:CREATURE:<creature>:<caste>

Then, copy and paste this anywhere within the raws of the creature(s) that you want to be able to transform:
Code: [Select]
[CAN_DO_INTERACTION:CUSTOM_TRANSFORMATION]
      [CDI:ADV_NAME:Transform]
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:VERB:get a glint in your eye:gets a glint in its eye:NA]
      [CDI:WAIT_PERIOD:500]


As for "spell scrolls", the closest thing would be Secrets, which work like Necromancy.  Secrets will always appear on a slab or in a book, although I don't think it's possible to control.  You can take a look at the example necromancy secret, located in the raws/interaction examples folder in DF.  The folks over at the 0.34 Modding Thread should be able to help you out more with modding them in.

15
DF Modding / Re: Some Simple Transformation Science
« on: April 25, 2012, 01:31:05 am »
Urist Da Vinci is indeed correct.  I've done plenty of transformation ‼Science‼ myself, and I can say that is definitely how it works.  If you're interested, I've got a whole thread full of what I've learned linked in my sig.

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