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Messages - splinterz

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196
Wow, more involved than I expected.  Thanks for the replies.
you don't need to fiddle with exporting and then importing. just copy the view you want (or create a new one) and then edit it to look however you'd prefer.

197
Ah yes. Is a bit annoying.

File-export gridviews as .dtg
Select just one grdiview to export

Open gridview in notepad, edit name of gridview by appending a 2 to it

Import gridview

Click windows-grid views

You can edit your grid view via the grid views subwindow
use the gridview dock and copy the labor view you want. then edit it and drag/drop to re-arrange the columns how you'd like.

198
I was originally comfortable with the raw ratings due to the way I used DT.  However, I like the new "drawn" ratings, as they are based around an assumed mean of 50% and they are stretched from their respective min to 0 and max to 100%

However... I think the raw rating was important to be exportable to csv, as when I was exporting the (0 to 100%) min to 50% to max method to csv, the middle numbers were not exhibiting the expected behaviour.  I believe it might be due to rounding and pushing more numbers closer to the center.
the 0-100 ratings would purely be used for display purposes (tooltips, dock, cells, etc.). anything in the back-end (csv export, optimization) would continue to use the raw ratings.

199
Is the role calculation working correctly? I'm currently using Dwarf Therapist v.25.0.0 for the first time in 0.40.x and most of my dwarfs who don't have a skill in a particular role, for example weaponsmith, get rated between 45% and 55%, while their attributes are very different.
I remember that in 0.34.x most dwarfs got rated between 20% and 80% for their possible roles, even if they had no skill for the role.
there's a bit of a disconnect at the moment, because the ratings are shown different ways. the values around 45-55 are the raw ratings, which are shown in the tooltip, on the details dock, and if you're using the 'text' cell drawing method.

however, the other cell drawing methods are using an adjusted rating from 0 to 100 (ie. red diamond is < ~5%, black diamond > ~95%). so it's a bit disconnected at the moment.

overall higher numbers are still better. it's just more difficult to compare (and impossible with the text method) with the raw values.

200
[OSX] Dwarf Therapist 25.0 | DF 40.10
awesome, thanks again for the OSX packages. i've updated the main post with your DFFD link, as well as the repo's readme.

201
25.0 has been released

patch notes
  • 40.10 win/linux layouts
  • added name_matches function for partial name matches in scripts
  • appended a count of how many units are currently displayed when scripts are active to the population text
  • added the final two labors (alchemy and animal care) to the 'labors full' view
  • added a new group by for 'total assigned skilled labors'
  • added more material place-holders in job descriptions
  • changed the script function for total_assigned_labors to include/exclude skill-less labors, instead of hauling
  • changed the header columns to automatically adjust their height based on the text length
  • when testing new scripts, errors will be reported at the bottom of the window
  • fixed multiple issues with scripts where any optional arguments were ignored (test your scripts!)
  • fixes an issue where it was necessary to restart after embarking to see the fortress name
  • fixes an issue where worlds with large amounts of historical figures wouldn't find vampires (among other things)
  • fixes OSX string writing (nicknames, custom professions, etc.)
  • fix for an edge case crash with roles when all attributes are hacked to approx. max level
  • fix for the default font (ShiroiKuma)
  • more optimizations and clean-up (Hello71)
  • OSX offsets for 40.07-40.09 (Fricy)

202
I have a suggestion for a new tab (I'm not sure how to add it myself, or I would)

In addition to Labors and Labors compact, could we have a Labors tab that only shows moodable skills (and possibly one that shows just unmoodable skills)

In my usual pattern, I'll manage how many dwarfs have skills (dabbling or better) to try to produce valuable moods.  Such a view would let me see at a glance (collapse all who have a non-junk and non-crafting highest) who needs to do what jobs.

I also like to turn on all the unmoodable skills for everyone (especially those that don't result in quality-improved products) like wood burning, plant gathering, pump operating, etc.

Thoughts?
you can use the dock windows to add/copy views. for the moodable skills, you can group by highest moodable skill, or you can add the special moodable skill column to one of your custom views.

it currently isn't possible to toggle only moodable/unmoodable skills so your best option would maybe be a superlabor or custom profession.

203
Now I'm having trouble with d.total_assigned_labors(). It doesn't seem to matter (much) what I pass as an argument, it is always showing me the total including hauling labors. If I do 'true', 'false', 0, 1 or nothing at all,  I get the total number of labors, including hauling. If I pass anything else, such as 'TRUE', 'FALSE', 'happy', or 'sad' I just get every dwarf, so that's evidently some sort of error.

I'm trying to use it like the example in the Guide, subtracting d.total_assigned_labors(true) from d.total_assigned_labors(false) to see how many hauling labors are turned on. This worked in 23.6, but isn't working in 24.0. I know the number of hauling labors has changed, but the function doesn't seem to be giving different values for true and false.

Here's a final test:
d.total_assigned_labors(true) - d.total_assigned_labors(false) == 0

For 0 it returns every dwarf. For any other value ( I tried 1 through 20), it gives no dwarves.

   Keith
yeah it looks like the new scripting engine doesn't support function arguments with default values. i'll see about getting it fixed up in the next version. also, i've changed the total_assigned_labors function's option in the next version to include/exclude skill-less labors, so you shouldn't need to call it twice and check the difference anymore.

204
Would you mind uploading the save so I can take a closer look?

Sure. Here's the save file: http://dffd.wimbli.com/file.php?id=9481
there was a limit on how many historical figures could be read (100.000) and your world's history was just exceeding that (~102.000). so i'll have to make some adjustments :)

205
Could you add an option to conceal vampires and such?

I recently had DT report that a certain person is 500 years old and his name does not match up with DF name, and it feels kinda cheaty to see it just like that.

Is it possible for DT to report the same age and name as is shown in DF, or are there technical difficulties in the way?
it should be doing that already. what version of DT are you using, and have you turned off the option to highlight cursed units?

This occurred in version 23.6 with DF 40.08.

Screenshot of DF: https://dl.dropboxusercontent.com/u/76413808/Screenshot%202014-08-21%2015.38.45.png
Screenshot of DT: https://dl.dropboxusercontent.com/u/76413808/Screenshot%202014-08-21%2015.38.07.png
Screenshot of DT settings: https://dl.dropboxusercontent.com/u/76413808/Screenshot%202014-08-21%2015.39.18.png

Still works exactly the same way with DT 24.0 and DF 40.09 by the way.
Would you mind uploading the save so I can take a closer look?

206
Could you add an option to conceal vampires and such?

I recently had DT report that a certain person is 500 years old and his name does not match up with DF name, and it feels kinda cheaty to see it just like that.

Is it possible for DT to report the same age and name as is shown in DF, or are there technical difficulties in the way?
it should be doing that already. what version of DT are you using, and have you turned off the option to highlight cursed units?

207
I'm not able to set nicknames on DF40.09, on linux. Console outputs: process_vm_writev: Bad address.
yeah it's broken

208
I have a problem building on Linux (Mint 17). Last time I successfully built was for the 40.05 release.

I was getting the missing `qml` problem and tried installing qml which didn't solve it. I then found that the list of packages to install had been updated, and needed to get qtdeclarative5-dev. This allowed me to run qmake.

Now I get this error when compiling main:

Code: [Select]
$ make
g++ -c -m64 -pipe -O2 -Wall -W -D_REENTRANT -fPIE -DQT_NO_DEBUG -DQT_QML_LIB -DQT_WIDGETS_LIB -DQT_NETWORK_LIB -DQT_CONCURRENT_LIB -DQT_GUI_LIB -DQT_CORE_LIB -I/usr/lib/x86_64-linux-gnu/qt5/mkspecs/linux-g++-64 -I. -Iinc -Iinc/models -Iinc/grid_view -Iinc/docks -Iui -Ithirdparty/qtcolorpicker-2.6 -I/usr/include/qt5 -I/usr/include/qt5/QtQml -I/usr/include/qt5/QtWidgets -I/usr/include/qt5/QtNetwork -I/usr/include/qt5/QtConcurrent -I/usr/include/qt5/QtGui -I/usr/include/qt5/QtCore -Ibin/release -Ibin/release -o bin/release/main.o src/main.cpp
src/main.cpp: In function ‘int main(int, char**)’:
src/main.cpp:37:5: error: ‘setSetuidAllowed’ is not a member of ‘QCoreApplication’
     QCoreApplication::setSetuidAllowed(true);
     ^
make: *** [bin/release/main.o] Error 1

The first time I ran make I may have accidentally interrupted it (I was focused on the wrong terminal and hit Ctrl+D; I didn't see if make had finished yet). I tried cloning a fresh repository and I still get the error.

Edit: I think I found the problem: Qt 5.3 hasn't been updated by apt-get upgrade. Do I need to use the Online Intaller from the Qt website? Or do I need to add some kind of development version to my packages?
nope, nothing wrong on your end. that line of code shouldn't be there, it slipped in when the OSX offsets were merged, and i hadn't tested the merge yet. grab the most recent code or just delete that line.

209
24.0 has been release for 40.09 (sorry OSX guys, still problems with the mem layouts)

patch notes:
  • fixes setting only the custom profession name
  • fixes a crash when loading without valid default views
  • fixes a crash when loading without health information
  • adjusted the description of the thought for 'talked to ...' to something more generic
  • changed the role cell's export value to the raw role rating, instead of the drawn rating
  • pets can no longer be butchered (as in game)
  • updated the preferences section in the unit tooltip to categorize and give better descriptions so it's easier to pick out materials or food.
  • updated the script filtering to properly look in specified categories. eg gems could match both items 'large gems' or shapes 'gems'
  • adding a filter from the preference dock gives a better description of what the filter contains
  • creatures are added to multiple lists in the role preference section (eg. rats are trainable and hateable)
  • added burial and vehicle hauling to the default 'full labors' view
  • many optimizations, clean-up and code updates, especially for linux (Hello71)
  • compile optimizations and backwards compatibility for QT4 (myk002)

210
<snip>
the nice_name() function returns the name that you see in the first column. so doing a == comparison only matches the exact name, not a partial match. however, it looks like what you really want is the ability to check the nickname, so i've exposed that function to the scripting in the next release.
I'm not sure I see a use case for the current implementation for nice_name() (or am I missing something?). Thanks for exposing the more useful functionality.

It would be nice if there was a way to do partial matches for strings, though. Not a must-have, or even a high priority, but if you are bored some day and looking for something to do... :)


<snip>
this should be fixed in the next release, but i wasn't able to test it.

Thanks. It was a minor issue, but I thought it was worth mentioning.

BTW, I actually use the Alchemy skill as a flag sometimes. For example, when I find someone drained of blood and I start searching for potential vampires, I go down the list and look at happy thoughts. Anyone who doesn't have any drink/eat/sleep related thoughts is a suspect and I flag them by turning on alchemy. It's the one skill that is always off by default and won't change anything if I turn it on. I guess I could turn off everyone's fish dissecting or animal care and use that, though.

   Keith
yeah for scripting it's pretty useless, i should add something to search the nice names instead. if you don't need a script though, the filter box at the top should do what you want.

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