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Messages - lethosor

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181
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: June 02, 2021, 03:45:35 pm »
I have TWTB on and I'm not crashing. I turn it off for world gen/embark (emphasis added)
Well, the crashes that smakemupagus and grotball are reporting happen at embark, so it would make sense that you don't see them with TWBT turned off at that stage. My understanding is that the issues have not been fixed, but they may depend on a combination of graphics hardware and specific tilesets, and are therefore not easy to reproduce and fix.

182
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: May 24, 2021, 06:55:21 pm »
I updated the first post of this thread with some new chat options. We have a Discord server and an IRC channel on Libera now. (I'm avoiding linking them here in case any links become stale, so check out the first post for links.)

183
Life Advice / Re: The Generic Computer Advice Thread
« on: May 09, 2021, 03:26:26 pm »
Did you run "update-grub" afterwards?

Also, posting logs to a site like Pastebin is generally preferable to making multiple forum posts.

184
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: May 08, 2021, 10:58:22 am »
How do I run the script to remove uninteresting dead units from mut 'u'nits list?
If you're asking for the name of the script, it's "fix/dead-units". To run it, just enter that in the DFHack console.

185
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: May 06, 2021, 11:03:32 pm »
My guess is that Clément was referring to one of the ms_rtti*.idc scripts from df_misc (but I don't know exactly which one - perhaps ms_rtti64.idc for 64-bit DF?)

186
21.04 makes me think of a possible Wayland issue - if you're running Wayland, are you able to try using Xorg too?

187
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: May 02, 2021, 03:32:21 pm »
Ah, thanks for tracking that down. Sounds like something that confused me when I saw it, but I don't use the script often and didn't realize it was a bug.

This is something that is best reported in the issue tracker. I opened a report here: https://github.com/DFHack/dfhack/issues/1844

188
Yeah, the combination of iteration and SafeCall() being slow makes sense to me. Cutting down on the number of SafeCall() invocations would essentially require moving the iteration into C++ as well as the logic (or keeping it in C++, rather), but that should eliminate both of the major slowdowns. Thanks for looking into this!

I don't have a good explanation for why looking up dfhack.maps.getTileType would be slower than df.tiletype.attrs... they are both stored in Lua tables, as far as I can tell, and the "df" table is considerably larger than any of the others involved.

189
Looks like I made a typo in my earlier post - I meant to suggest implementing slow parts of the logic in C++ and the rest in Lua. I haven't looked too closely at the blueprint source recently, but do you have an idea of which operations are slow in Lua (if there are any in particular)?

A multiple-second slowdown isn't great, but also not likely for users to run into IMO. That said, I don't know for sure if we would want to support larger blueprints/snapshots down the line, so I'm hesitant to migrate pieces to Lua if they would only be migrated back to C++ later.

190
Blueprint usability
This essentially comes down to adding an interactive visual interface. I'm thinking: use the cursor to select the boundaries of the blueprint area (complete with flashing blocks indicating the selected area) and then select the "start" position of the blueprint (where the cursor should be when replaying the blueprint). Other on-screen elements could allow other options to be set before the blueprint is generated.
Awesome. I was thinking pretty much along the same lines. gui/mass-remove might be useful to reference for some of the UI flow, and there are probably others as well. I hadn't even thought of allowing the start position to be chosen, but that makes sense to me (maybe a default of the top left corner and/or a way to choose presets like the corner/center of a blueprint could be useful?).

Quote
Finally, I'd like to add a section to the quickfort user guide on how to create blueprints with the blueprint plugin and the bits of syntax you need to know to make finishing touches. A guide for creating blueprints with absolutely minimal effort.
Thanks, that'd be great!
Quote
Should I re-implement blueprint in Lua? ... Blueprint is currently written as a C++ plugin, but there's nothing about the functionality that requires it to be a plugin instead of a native Lua script.
"Convential wisdom" is that map-based operations over a large area tend to be noticeably slow in Lua, with an extreme example being "reveal". I think most reasonably-sized blueprints wouldn't be too slow to create from Lua, but you might want to benchmark something dreamfort-sized and be open to implementing bottlenecks in Lua edit: C++. (I don't have a great understanding of exactly what slowed down Lua "reveal", but DF field accesses can add up, so caching those as locals could potentially help in some cases.)

191
linux-dwarf-pack : Depends: qt5-default but it is not going to be installed
This line is the important one - the "you have held broken packages" line, on the other hand, can indicate a lot of things. Sometimes it indicates that you have an incompatible package installed that something else depends on. In this case, it might just indicate that you need to install qt5-default. It doesn't often indicate that the installed packages are corrupted - that is hard to detect.

"dpkg" is a very low-level package management tool. It typically installs just the package you specify, and packages typically don't bundle their own dependencies. What happens if you try installing with "apt" instead? This should pull in dependencies.
Code: [Select]
sudo apt install /path/to/pack.deb

If that gives you a similar error about qt5-default or another package, try installing that package with "apt install" and continue, or post any errors that that gives you.

192
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: April 18, 2021, 03:33:10 pm »
Nor does it save data/init.txt
If your previous and new packs are both the same DF version (e.g. 0.47.05), you can just copy this file over. It's probably fine to do this for most minor version changes too (e.g. if your old pack was 0.47.04 and the new one is 0.47.05) although this may not work in certain cases. Another option is to use a diff tool (like https://www.diffchecker.com/) to compare the files and identify any changed settings that you want to copy over.

193
DF General Discussion / Re: Lazy Mac Pack (v0.47.05)
« on: April 17, 2021, 12:02:01 am »
Yep! And as a last resort, this should be able to find any that exist:
Code: [Select]
find ~/Library -name '*.crash'

194
DF General Discussion / Re: Lazy Mac Pack (v0.47.05)
« on: April 16, 2021, 10:35:31 pm »
Try "Log Reports" or "Diagnostic Reports"? Failing that, they should be in ~/Library/Logs (note that ~/Library may be hidden) and have a .crash extension, unless that has also changed in macOS 11.

195
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: April 15, 2021, 06:53:47 pm »
There seems to be a configuration error with the auto-update. It is trying to update me to 0.44.12-r08 rather than 0.47.05-r02.

It's probably related to this issue:

Hi all, just got the latest Starter pack and have noticed an odd problem.

I have it set to check for updates every launch and when it launches, it says there is an update to 0.44.12 -r08 which obviously is an old version.
Has anyone else got this problem, or is it an issue my end?

Other than that i am having no issues at all.
What's the version number of the pack you downloaded, and what link did you get it from? My guess would be that it's checking the wrong place for updates, but I'm not sure how that could happen.

Ah, my bad, I know what happened here - my compilation scripts noticed that DFHack was in beta and pointed the update config link at the wrong URL.  I've fixed the script and my update checklist so that this shouldn't happen in future, but I don't think it's worth uploading a new version just for this  :-\

If my understanding is correct, it can't be fixed in old builds of the pack that existed before the issue was fixed, so you'll need to upgrade manually.

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