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Messages - Toxicshadow

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16
going into /data/save and trying mkdir does give me a permission error! I didn't think to check the permissions of the folders themselves. In all honesty, permissions is something I've neglected to really read about and have been avoiding messing with. I went in as root and used chmod +rwx on 'save' and then went back to my own user, and still don't have permission. I guess it's my fault for not taking the time yet to read about this stuff, but do you know how I can change the permissions, and what they need to be set to?
Most likely, you want to chown it to your user. Probably good to do on the whole df folder recursively.

ET be more helpful: That is, 'sudo chown -R melody ~/df4705' based on the information you've given.
Nice, chown is the trick. Interestingly enough, the display error came back.
Code: [Select]
melody@melody-pc:~/df4705/data/save$ mkdir region1
melody@melody-pc:~/df4705/data/save$ dir
current  region1

melody@melody-pc:~/df4705$ ./df
Display not found and PRINT_MODE not set to TEXT, aborting.
For some background, here's some of my init, incase I messed up there. I am trying to run it in 2D, and would not like to run it in text mode. windowed or not windowed doesn't make a difference, the error still occurs.
Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

[PRINT_MODE:2D]

17
You really should specifically check whether you can mkdir (df)/data/save/region1, since that's where the problem is.

The /data/save folder may have come out of the archive with the wrong permissions set.
going into /data/save and trying mkdir does give me a permission error! I didn't think to check the permissions of the folders themselves. In all honesty, permissions is something I've neglected to really read about and have been avoiding messing with. I went in as root and used chmod +rwx on 'save' and then went back to my own user, and still don't have permission. I guess it's my fault for not taking the time yet to read about this stuff, but do you know how I can change the permissions, and what they need to be set to?

18
I can't run text mode because it gives me a buffer overflow in a certain scenario. I can run DF in 2D if I run it as a regular, non-admin user, however then DF doesn't have permissions to write files. I don't use sudo I just switch to root with su -, but trying to run DF as the root user gives me "Display not found and PRINT_MODE not set to TEXT, aborting." This wouldn't be an issue if I was content playing the game in the terminal but the buffer overflow bug breaks the game. So either how do I give DF the appropriate permissions to write files as a regular user, or how do I un-fuck 2D mode as root?

I seriously searched this time so if the answer is simple I'm sorry :l but I read through a bunch of threads and searched as thoroughly as I could.
You shouldn't have to run DF as root in any conceivable scenario. Do you have permission to write files in the game's folder?
Code: [Select]
melody@melody-pc:~/df4705$ echo 'test write' >foo.txt
melody@melody-pc:~/df4705$ dir
foo.txt
^ leads me to assume I do have permission. Creating a new world does not save anything and I get permission denied:
Code: [Select]
melody@melody-pc:~/df4705$ ./df
Sound devices available:
OpenAL Soft
Picking OpenAL Soft. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Perfect OpenAL context attributes GET
Loading bindings from data/init/interface.txt
New window size: 1920x1080
Font size: 16x16
Resizing grid to 120x67
Resizing font to 16x16

Resetting textures
Resetting textures
mkdir(data/save/region1) failed: Permission denied
mkdir(data/save/region1/raw) failed: No such file or directory
mkdir(data/save/region1/raw/graphics) failed: No such file or directory
mkdir(data/save/region1/raw/interaction examples) failed: No such file or directory
mkdir(data/save/region1/raw/objects) failed: No such file or directory
mkdir(data/save/region1/raw/graphics/example) failed: No such file or directory
mkdir(data/save/region1/raw/objects/examples and notes) failed: No such file or directory
mkdir(data/save/region1/raw/objects/text) failed: No such file or directory
mkdir(data/save/region1/raw/objects/vanilla raws) failed: No such file or directory

19
I can't run text mode because it gives me a buffer overflow in a certain scenario. I can run DF in 2D if I run it as a regular, non-admin user, however then DF doesn't have permissions to write files. I don't use sudo I just switch to root with su -, but trying to run DF as the root user gives me "Display not found and PRINT_MODE not set to TEXT, aborting." This wouldn't be an issue if I was content playing the game in the terminal but the buffer overflow bug breaks the game. So either how do I give DF the appropriate permissions to write files as a regular user, or how do I un-fuck 2D mode as root?

I seriously searched this time so if the answer is simple I'm sorry :l but I read through a bunch of threads and searched as thoroughly as I could.

20
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 04, 2021, 03:44:50 pm »
alright what's the state of civilized egg-layers? I read on a very old thread that if a citizen in fort mode has to lay eggs they're bound to the nest box and bad things happen. Is this still the case?

21
DF General Discussion / DF on Debian, C++ issue?
« on: February 01, 2021, 05:19:51 pm »
Hey friends, switched operating systems recently and I went to run df and ran into a handful of missing dependencies which I went and got, but now I'm having an issue where something to do with C++ isn't found. The console says:
Code: [Select]
./libs/Dwarf_Fortress: /home/melody/df4705/libs/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by /lib/x86_64-linux-gnu/libGLU.so.1)
./libs/Dwarf_Fortress: /home/melody/df4705/libs/libstdc++.so.6: version `CXXABI_1.3.9' not found (required by /lib/x86_64-linux-gnu/libGLU.so.1)


I'm fairly certain I already downloaded GLU.
Code: [Select]
libglu1-mesa is already the newest version (9.0.0-2.1+b3).

I certainly have libstdc++6
Code: [Select]
libstdc++6 is already the newest version (8.3.0-6).

And I've already ran the dependency install commands on the wiki. At this point I'm not really sure how to get it running. Any input?



I swear to god I searched and searched for what my problem could've been and ONLY AFTER making this thread do I stumble upon http://www.bay12forums.com/smf/index.php?topic=169148.msg7668072#msg7668072
I guess that answers the question. actually it doesn't? I'm confused.



found the answer. I'm an idiot, wish I would've just checked here instead of assuming a search engine would find it.
Code: [Select]
df_linux/libs/Dwarf_Fortress: /home/charlie/df_linux/libs/libstdc++.so.6: version `CXXABI_1.3.9' not found (required by /lib64/libGLU.so.1) 
Anyone know how I fix this? The file's there in the correct folder.

It's kinda funny to see this problem come up right after the previous couple of posts. Anyway, try deleting the libstdc++.so.6 library from df_linux/libs. The fact that it comes with DF is honestly a mistake, and it should never be there.

22
DF Modding / Re: What's going on in your modding?
« on: January 31, 2021, 01:18:46 pm »
Last night I wrote a little java tool to take 3 CSV files containing personality/attribute information and turn it into a big bunch of raws. Got it to run successfully last night and now it's a whole lot of copy-pasta today.

23
DF Modding / Re: The Civilization Cookbook
« on: January 27, 2021, 11:25:03 pm »
Nice, definitely bookmarking this. You brought up something relevant to me, saying
Quote
Speaking of oceans, it's worth mentioning that all biome types, including oceans, are functionally equal when determining spread and settlement, and will be regarded as such during worldgen.  Logic will assert itself if you try to visit certain sites, though.  (i.e. if you visit a subaquatic human city, everyone will drown as soon as you arrive.)
Let's say you have a civilization whos creatures are amphibious or entirely aquatic. Would they build cities and behave like other entities, just in water? Is it plausible to have an aquatic entity?

24
DF Modding / Re: The Neopets Mod!
« on: January 27, 2021, 11:09:49 pm »
Alright, it's a new year, I've got a new face for the OP, and I've been working on this again for a week now. Resurrecting the thread because this mod ain't dead!

25
DF Modding / Re: What's going on in your modding?
« on: May 06, 2020, 10:56:40 am »
actually since they're bat type wings, that might not need to be fixed...
Not sure what you mean honestly. I'm just saying if your wings have the token [GRASP], like this:
Spoiler (click to show/hide)
And you use a finger body part that has the token [CONTYPE:GRASP], such as:
Spoiler (click to show/hide)
The wings will have fingers because the finger body part targets every body part that has the token [GRASP].

Oh and also, the punch attack and the kick attack target body parts that use [GRASP], and [STANCE], respectively.
Spoiler (click to show/hide)

26
DF Modding / Re: What's going on in your modding?
« on: April 30, 2020, 12:54:39 pm »
@Quantum Drop
Glad it worked! May I ask, were you able to simply remove the tissue/material and redefine it in the creature file, or did you have to redefine the body detail plans?

Unrelated but here's something silly from one of my body detail plans I thought yall might get a kick from:
Spoiler (click to show/hide)

27
DF Modding / Re: What's going on in your modding?
« on: April 30, 2020, 12:17:29 pm »
Is there any way to make a creature's teeth out of a material other than ivory?
Teeth call the TOOTH_TEMPLATE in STANDARD_TISSUES, STANDARD_MATERIALS and VERTEBRATE_TISSUE_LAYERS. One option would be to get rid of the predefined tooth when calling STANDARD_TISSUES and STANDARD_MATERIALS:
Code: [Select]
[REMOVE_TISSUE:TOOTH]
and
[REMOVE_MATERIAL:TOOTH]
And then redefine the TOOTH tissue/material by calling a different template:
Code: [Select]
[USE_MATERIAL_TEMPLATE:TOOTH:X_TEMPLATE]
[USE_TISSUE_TEMPLATE:TOOTH:X_TEMPLATE]
The other option is to redefine standard tissues and materials, but that's a lot more work than necessary. The first option relies on the assumption that DF will call the material tokens in a linear order, which may not be the case. If you get a material not found TOOTH error, it's removing the material after you updated it and you'll need to redefine standard tissues/materials. One way of doing that would be to copy the existing standard material/tissue definitions, removing the line that defines TOOTH in each one, and making a new one that sets TOOTH to whatever you want. You could also change the line to call an argument, so it can be changed multiple times if needed by calling something like STANDARD_TISSUE_TOOTHARG:whatevertissue and the same for materials.
Also about the melting creature, first thing I noticed was the material is hotter than its' melting point:
Code: [Select]
[MELTING_POINT:10000]
[MAT_FIXED_TEMP:11000]
Once you change that, also try giving your creature a HOMEOTHERM token, such as [HOMEOTHERM:10070], sets the creature's body temp and, "Provides minor protection from environmental temperature to the creature."

28
DF Modding / Re: What's going on in your modding?
« on: April 30, 2020, 11:52:16 am »
i got the sizes of the dragons from some absolute mad lad on tumblr who saw my post and went yeah i'll calculate that for you. need to work out the growth period for the assorted breeds now... and i think i'm gonna have to define each breed's shape individually... can you put the STANCE and GRASP tokens on the same body part or am i gonna have to put GRASP on the wings so they can hold things?
Yup both tokens work fine. My mod does this with certain quadrupeds:
Spoiler (click to show/hide)
One thing to keep in mind with this is other body parts that use CONTYPE:STANCE or CONTYPE:GRASP. I have a neopet that uses its' tail as a stance part, and it also has feet. If I used the vanilla 2TOES body part, it would put toes on the tail because the body part uses CONTYPE:STANCE, thus I created a body part that puts two toes on two feet, like this:
Spoiler (click to show/hide)
It uses CON to directly target the desired bodyparts, rather than targeting every STANCE part. If you give wings GRASP for example, and you're also giving them hands/fingers, you'll need to make a new body part similar to the one above to make sure they don't have fingers on their wings.

Oh you're also going to need to pay attention to what attacks you give the creature. If I gave the kick attack to my pet that stands on its' tail, it would kick with its' tail because the kick attack uses BY_TYPE:STANCE, likewise if you gave wings grasp, the creature would punch with its' wings because the attack uses BY_TYPE:GRASP. It's an easy fix, just something to pay attention to.

29
DF Modding / Re: Vettlingr's Geology Overhaul Mod, WIP
« on: April 30, 2020, 11:41:47 am »
Wow keep it up! Great work! DF needs a rework like this!

30
DF Modding / Re: What's going on in your modding?
« on: April 29, 2020, 11:19:52 am »
What if add UBSTEP/LBSTEP to headwear?
See here, no point because it doesn't work for ITEM_HELM. UBSTEP is for ITEM_ARMOR, LBSTEP is for ITEM_ARMOR and ITEM_PANTS.

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