31
Utilities and 3rd Party Applications / Re: Dwarf Therapist v42.0.1 | DF 50.08
« on: June 29, 2023, 08:51:40 pm »
The instructions above should work to generate a memory layout if you have DFHack.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
The game uses huge amount of CPU and heats up the machine quite a bit in 50.09. I reverted to 50.08 so I can still play. I did try flipping on the multithreading to see if that helped but it didn't seem to.Can you share some details about the hardware you're using?
Just a quite heads up for others on Wine, you will need to get a copy of msvcp140_atomic_wait.dll and then run winecfg to use it. If you search the Steam forums, you'll see some instructions.Could you link to or share some of these instructions?
I triple checked it, sadly.
I think the reason is that Armok blessed the dwarves with access to WAR ELEPHANTS ON EMBARK and so had to take plump helmets and dimple cups away as a balance.
I really hate to ask but I'm not a great coder. Could someone explain Lethosor's fix in more detail? I tried the soundsense fix that Lethosor suggested for Steam DF, with DFHack, and it didn't seem to work. Do I need to write my own gamelog.txt file, or add a directory command (idk what it's actually called) in hack/scripts/devel/annc-monitor.lua? I really miss the "when a dwarf's got an idea" callout for strange moods lmao.I'm assuming you mean http://www.bay12forums.com/smf/index.php?topic=60287.msg8455126#msg8455126. The snippet you copied in your later post looks correct to me. Thanks for including the context.
Edit: On Windows 10
That file should be there. My problem was, that even after installing dfhack and making the script adjustments, the gamelog only displays startup information.My script patch is intended to address exactly that - so see above.
Given that we are about to switch to sdl2 and at the same time sdl2 is going into maintenance mode, are there any wishlist items that you want to see from sdl3? And on the same line of questions, can we move to sdl3 more quickly once it is released?Worth noting the difference between "maintenance mode" and "end of life". SDL2 will still minor releases for bugfixes from time to time. As far as I know, an end-of-life date hasn't been set yet. In contrast, SDL 1.2 has not seen any releases since 1.2.15 was released in 2012. (There actually are occasional changes made to it still, including as recently as last month (!), but you would have to compile SDL from source to use them.)
With the multi-threaded improvements to the line-of-sight code going live, is there any plans to look into threading other parts of the code? Pathing and stone temp come to mind for me.Putnam has actually published some findings from profiling the game - this thread goes into some detail about how pathfinding isn't a major contributor to speedups. So even if it is relatively easier to multithread than other parts of the game, the payoff would be pretty minimal.
As multithreading appeared to be quite possible and implementable instead of being "too hard", may be another long wanted feature is also not so impossible? I mean multiplayer. There are a lot of turn based games with simultaneous MP like Crusader Kings or Rimworld which is basically DF for casuals, it has a mod that adds pretty decent multiplayer experience without issues.Multithreading isn't a one-and-done feature - there is a large spectrum between "not multithreaded" and "completely multithreaded". Putnam identified a few things that were performance-intensive while also being independent enough that they could be multithreaded without a huge undertaking or rewrite, then implemented multithreading for some of them. The vast majority of features in the game are still not multithreaded, and I would guess they will probably stay that way, although there would probably continue to be some research into what makes sense to multithread. In other words, a number of DF's features still are "too hard" to multithread to justify the effort.
I guess this is pretty much abandoned now since it is for 0.47 but this bug is creeping up more often in our 300+ year succession save with various entities and sites causing crashes. Does anyone still maintain this mod?This tool (technically a utility, not a mod) could work with v50, although v50 does not export all of the required information yet (as mentioned above).
I believe the only "tricky" dependency for AppImage is FUSE. Most systems have FUSE support out of the box, but it does require a kernel config to be enabled and some user mode tool support, so it's possible that some systems don't have it.Right, forgot FUSE was a dependency - thanks!
Ok. I found what appears to be a very bare-bones HOWTO for using appimage on my distro. The problem is that the only setup mentioned is to load the FUSE kernel module and change the permisions on the appimage file. I'd expect to need to install a framework and/or utilities for the appimages to work, but the HOWTO doesn't mention any of that. Also, I've searched the distro's package repository and there's no mention of appimage.What distro are you using? That might help us give you better advice (although probably not strictly needed in this case, since there is no AppImage for Vox Uristi, yet).
Also, isn't appimage the MacOS packaging system?
Appimage is both Linux and MacOS. Way back in the day, MacOS started on a BSD kernel.No, the AppImage format is Linux-specific, at least as far as I'm aware and have been able to find.
my distribution doesn't support AppImage. I might be able to work with a flatpack, though...What distro are you running that doesn't support AppImages? Usually AppImages are entirely self-contained executables that shouldn't require any support from a distro.
Mixed news for me since I don't want graphics, but I want a large fort without Therapist even less so I guess I'll suck it up and start a new one.