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Messages - lethosor

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16
DFHack 50.10-r1 released!

Full support for all 50.10 releases, including Linux.

Get it from:

Full installation instructions: https://docs.dfhack.org/en/latest/docs/Installing.html

17
You need a version of DFHack that supports the 50.10 betas. You can get that by switching to DFHack's beta or testing branch (not sure which) on Steam, or if you prefer to download it manually, you can get it from the "5010-beta" branch on GitHub by following the instructions at https://docs.dfhack.org/en/latest/docs/Installing.html#development-builds

Be warned that it is not very stable yet, and DF is rapidly releasing new builds - so even if you do manage to get DT working, DF could well update within a day and require another DFHack update. If you want stability, I would probably wait a couple days.

18
50.09-r3rc1 is up on the Steam "beta" branch, with support for a new Linux build on DF's Steam "beta" branch.

Release notes: https://www.reddit.com/r/dwarffortress/comments/15v194s/dfhack_5009r3rc1_released_on_the_steam_beta_branch/
Source code: https://github.com/dfhack/dfhack/tree/50.09-r3rc1
(We don't yet have a workflow figured out for direct downloads of pre-releases like this.)

19
DF General Discussion / Re: Future of the Fortress
« on: August 09, 2023, 09:00:39 pm »
May I also softly hint that MacOS users comprise about a third of the market (I could find the source but that would be pedantic even for me) and that as MacOS has switched to ARM64/aarch64 it might be prudent to release a version for the mac and linux users on ARM? I know that I at least have not bought a copy yet as it doesn't run on my personal computer. Perhaps this is true for a significant number of people.
At least historically, DF users on Linux have far exceeded users on macOS. My understanding is that's part of the reason why Linux is being prioritized.

Many of the delays on Linux have been due to library issues. DF v50 on Windows recently upgraded to SDL2, but had also needed to upgrade FMOD for sound, upgraded to a new compiler for newer C++ features, and probably more that I am forgetting. Linux DF needed similar upgrades for modernization (and I believe an entirely new SDL_mixer backend for music was added), and those all have taken time. I expect macOS to face similar upgrades and delays.

Getting DF built on ARM will certainly add more work on its own - that has never been done before, and although the source code likely won't have to be changed, the build system almost certainly will need changes, and dependencies might as well. Hardware access is likely another big challenge - if Bay12 wants to test these builds themselves, they would need ARM hardware, and likely also newer x86 hardware to run x86 builds, since my understanding is that their previous Mac hardware is well past its EOL.

Quote
I've seen written by Putnam that it 'could be' as simple as pressing a button
I'm skeptical that this is the case, but it is true that once DF is compiling on Linux, getting it to compile on macOS has generally been pretty easy in the past. They have historically used the same compiler (GCC); new macOS builds might transition to Clang, but GCC and Clang typically behave much more similarly than GCC and MSVC (on Windows), so I expect building DF on macOS to be fairly straightforward once it's building on Linux. Getting it to run is another story, which is what I was getting at above.

20
Utilities and 3rd Party Applications / Re: DFHack 50.09-r2
« on: August 01, 2023, 09:34:33 pm »
If I’m reading df.map.xml right, it should be under df.map.feature.irritation_level.  Dividing that by 10K should give the chance of an attack.
Nope, that's not quite how you read the file. Each XML file is a collection of loosely-related types, and you are looking at the definition of the "feature" struct. So if you can find an instance of feature, it will have these fields.

This type is a little hard to search for since a lot of other types/fields also have "feature" in their name. I ended up searching for ='feature' and determined that there are no instances of the feature type itself, but there are a bunch of instances of subclasses of feature contained within subclasses of feature_init (these are all in df.map.xml still). The vector that 0x517A5D pointed out (df.global.world.features.map_features) is a vector of feature_init objects. It very likely contains subclasses of feature_init, but all of those do contain an instance of a feature subclass named "feature", so you ought to be able to get to the irritation fields from there, as shown by 0x517A5D.

Is there a (soft or hard) size limit on the value string?

Is it preferable to have one entry with a very (very) long string, or many (many) entries with empty strings, using the ints[] instead?
I believe there is no longer a hard limit. There used to be a 65k limit when we stored data as histfig names, but now it should be getting stored in JSON instead. You can verify this by looking for a .dat file in your save folder named something starting with "dfhack" - it should actually contain JSON.

That said, you should limit yourself to a reasonable amount of data. Users will probably not be happy if you write 1GB of data in there.

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Or should I look for another way?  I could modify the map itself....
What exactly are you trying to store? I believe we still have a way to associate a custom bitmap with map blocks, if you're trying to save some data that relates to map tiles.

21
Step by step instructions to create the memory map file required for Dwarf Therapist to work with new, experimental or beta builds:

1. Install DF Hack if not already installed
2. Run devel/export-dt-ini in DF Hack, which creates an ini file in the base DF directory
3. Copy that file into your dwarf therapist folder in "dwarf therapist base folder"\data\memory_layouts\windows (or whatever platform you're on) folder
4. Not sure if this is required, but I did it: rename the ini file to the version name contained within it. Line three in the file I just created was version_name=v0.50.09 win64 STEAM so I renamed the ini file v0.50.09 win64 STEAM.ini
For anyone still looking, you can skip steps 1-2 and download a pre-made memory layout from https://github.com/Dwarf-Therapist/Dwarf-Therapist/pull/301/files, then use that file in step 3. Hopefully this will be merged soon.

22
DF General Discussion / Re: Future of the Fortress
« on: July 07, 2023, 09:50:48 am »
Hi Toady!
Would you consider altering the lifespan of the Sponge Man to be more sponge-like? Currently they live between 60-80 years, while regular sea sponges can live for thousands


Suggestions should generally go in the suggestions forum:

The purpose of the thread is to discuss current developments.  Specific bugs should be reported on the bug tracker, and specific suggestions belong for the most part in the suggestion forum.

23
Sure... but, here's a newbie question. How do I bring up the in-game console to see a readout? Where am I looking?
By "DFHack console" I actually meant the out-of-game console, i.e. the separate console window, which you can bring up with "show" if it's not visible. I only asked because the devel/annc-monitor script is also supposed to print to the standalone console, and error messages typically also get printed there, so it would be a good place to check for issues. It's not required to run the script from there for it to function.

My bad. It works. So awesome!  I'd suggest just turning off music and weather on soundsense-rs and run the sounds together with the DF 50 system. :)

Does Dfhack have any startup configuration abilities?
Was it working the whole time or did you change something?

DFHack has lots of startup configuration abilities. You can configure commands to run on startup, whenever a world is loaded, when a specific world is loaded, and more. https://docs.dfhack.org/en/stable/docs/Core.html#configuration-files

There are also ways to do some of this in the DFHack launcher ("gui/launcher").

24
DF Announcements / Re: Dwarf Fortress 50.09 Released
« on: July 07, 2023, 09:46:27 am »
I'm  puzzled as to why graphics acceleration is being used -in the menu-. Once you're into dwarf mode, okay,  sure. But the menu doesn't animate or anything.
It's a lot easier to use the same graphics settings across the entire game than to change them on the fly. DF has always done it this way. Also, I believe Putnam mentioned that one of the slowest parts of the software rendering stack in early 50.xx versions was drawing sprites to the screen, which requires things like color conversion and resizing, and happens on every screen, not just the dwarf mode screen.

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I'll admit I'm at least a little miffed at having to muck about with these graphics things for Dwarf Fortress. DF used to be a game you could just play. You need a chunk of RAM, it needs to not be a toaster, but other than that you're off to the races. I appreciate the work that's gone into the Steam version but sometimes I miss my old DF that I could just pop into the terminal, do ./df or ./dfhack, and bang, there we go.
DF before ~2010 used exclusively software rendering and had similar performance issues to what you're seeing now. Quite a lot of time and effort went into figuring out reasonable default configs for most people, as well as config options that could be adjusted for others. The things that are possible to configure changed significantly with the move to SDL2, which means DF has moved back to that stage of identifying unexpected graphical/performance issues that pop up. I realize it's frustrating but I expect it'll get better with time.

25
If ran ... devel/annc-monitor start ... from within dfhack's console, but nothing different is added to the gamelog. Any ideas?
That should work... Putnam's suggestion is for how the Soundsense authors could reimplement Soundsense as a mod.

Are announcements getting printed to the DFHack console if you pull it up? Or are there any errors? Your log() implementation there should print to both the console and gamelog.txt.

Try running the script after the world is loaded and see if that makes a difference.

26
DF General Discussion / Re: Future of the Fortress
« on: July 04, 2023, 10:15:10 pm »
Thanks for the reply, & i'm glad to hear that, though I was most worried about code flowing the other way - ever since that whole unfortunate meph thing ://
What "code flowing the other way" are you referring to? The DFHack code is less useful to DF than DF code is to DFHack, because we (DFHack) have historically used different names for the majority of things in DF. We are used to translating the names as needed if we ever get code snippets, but Bay12 is not so much. That said, our code is zlib-licensed, so it would be pretty hard for DF to create copyright issues by using any of our code.

If you're referring to PRs going into libgraphics, I'm not sure what the exact concerns are there, but PRs have not been made exclusively by DFHack contributors.

27
Fantastic project, so much faster than LegendsBrowser 1.0!

I'm using it with xml exports from the steam version. It works, but there are many "UNKNOWN POSITION", "UNKNOWN OCCASION", "UNKNOWN JOB", etc. Is there a plan to extend functionality for this version of Dwarf Fortress?
It would probably be helpful to open an issue at https://github.com/robertjanetzko/LegendsBrowser2/issues and attach the problematic file. To your question: yes, there has already been some effort to add support for DF 50.x, judging by the release notes at https://github.com/robertjanetzko/LegendsBrowser2/releases. It's difficult to support every new DF feature because there isn't an exhaustive list of new features, so getting extra data like your XML file is generally helpful for third-party tools like this to support more features.

28
so it is actually possible to bring back soundsense in the actual SDL2 implementation of the game?
SDL2 doesn't affect the gamelog at all. As far as I know, the gamelog messages haven't been reinstated yet, but SDL2 doesn't make that easier or harder.

29
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: July 01, 2023, 11:31:37 pm »
There's a DLL you might need to download to get it to work though, msvcp140_atomic_wait. Just throw that dll into your main directory and you're airborne.
This alone typically isn't enough on Wine 8, and for Wine 7 it typically isn't necessary. For Wine 8, these instructions might work, but I haven't tested them out yet.

I'm using wine 8.11.

It's pretty straightforward for Wine directly.  You get a copy of msvcp140_atomic_wait.dll (from various places on the internet).  You put it in the Dwarf fortress folder.  Then you run winecfg.  Go to the "libraries" tab. In the "New override for library" drop down you select msvcp140_atomic_wait.dll and then hit the "Add" button.   Finally "Apply" or "OK".  After that wine DF will work with wine.

For doing it with Proton, it's a bit more complex because you have to run winecfg specifying the the directory that Proton is installed in.  Also, the default prefix seems to have problems for me, so you have to find the DF prefix (which is in the Steam folder somewhere) and update that.  After that, it's the exact same procedure as per normal wine.

30
DF Bug Reports / Re: Notes on Bug Reporting
« on: July 01, 2023, 11:25:03 pm »
Seems to be working for me currently. If it's still giving you trouble, you could try a different browser or clearing your browser's cache.

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