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Messages - lethosor

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31
The instructions above should work to generate a memory layout if you have DFHack.

32
DF Announcements / Re: Dwarf Fortress 50.09 Released
« on: June 28, 2023, 07:04:03 pm »
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?

From the DFHack team's experience, Wine 7 seems to work out of the box, but many of us weren't able to get Wine 8 working. Curious what you're using.

33
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: June 26, 2023, 10:21:10 pm »
Doesn't stonesense already do that? I'm pretty sure it updates live if you unpause the game.

34
DF Modding / Re: Using DF hack to spawn seeds?
« on: June 25, 2023, 06:55:59 pm »
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.

Are you using any mods? As long as plants are present in the raws, DFHack should be able to create them (and their seeds) - it wouldn't matter if your civ has access to them or not. Now, your civ might not be able to use the seeds, but that's a separate matter.

You could also try "gui/create-item".

35
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.

Edit: On Windows 10
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.

Did you actually run the script? It looks like any of "enable devel/annc-monitor", "devel/annc-monitor enable" or "devel/annc-monitor start" will make it start logging to the file. (Use the same commands with "disable" or "stop" to make it stop.)

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.

36
In the next version of DFHack, the script has been updated to correct the "game_extra" error and will no longer need to be run twice.

Reminder that if you see a script that works but needs to be run twice because it is marked as "unavailable" (or if you fix the script so that it works), please either remove the "unavailable" tag from the docs or let us know so we can do it. Thanks!

37
DF General Discussion / Re: Future of the Fortress
« on: June 24, 2023, 11:28:50 pm »
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.)

Also, the changes between SDL2 and SDL3 have a pretty minimal impact on DF. SDL2 significantly improved support for a lot of modern platforms (e.g. SDL 1.2 apps barely even run on new versions of macOS), and dropped support for old platforms/hardware (some that DF never would have run on). In contrast, SDL3 is more of a developer-focused release. It fixes a fair number of inconsistencies in the API, and adds some new features as well, but nothing that DF would immediately benefit from.

So while SDL3 might be nice to have, I would probably encourage Bay12 to hold off on upgrading just for the sake of upgrading. I think SDL2 will fit DF's needs for some time. Of course, that could change in the future. The upgrade path from SDL2 to SDL3 looks easier to me than from SDL 1.2 to SDL 2, and there are even some scripts provided by the SDL authors that can help with migrating to SDL 3, but it's still an upgrade that will take time and has some risk of breaking things.

38
DF General Discussion / Re: Future of the Fortress
« on: June 23, 2023, 11:01:20 pm »
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.

39
DF General Discussion / Re: Future of the Fortress
« on: June 23, 2023, 02:28:30 pm »
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 won't speculate on whether multiplayer is a priority, but the key difference is that supporting multiplayer for 2-5% of the game's features is substantially less useful than implementing multithreading for 2-5% of the game's features. Most people would expect the entire game to be multiplayer-friendly, which would require a lot more re-work.

40
Interesting, I wouldn't expect all of them to have the same bug. I'd suggest posting in the threads for those utilities - some of them have more active work (e.g. LegendsBrowser 2 was released fairly recently).

My understanding is that, at least for the Legends Viewer issue, it's not a problem with your world, per se - it's an unusual case that the tool wasn't written to account for, which is probably more likely to come up in a world with a larger history (longer and/or from a larger world).

41
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).

There is a proposed fix for what I think is the same issue on GitHub. However, the last activity by the author on GitHub was in Nov 2021. I'm not aware of someone else maintaining it currently.

There are a few other legends-related utilities listed at https://dwarffortresswiki.org/index.php/Utilities#Legends_tools that you may find useful.

42
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).

My understanding is that once you have FUSE (or libFUSE) installed, AppImages should just work. It's entirely possible that for you, that only involves loading a kernel module. For me on Ubuntu, I've typically never needed to set up anything. Searching for "appimage" in your package repository probably won't turn up anything because there is no separate AppImage runtime/framework needed (unlike flatpak, snap, etc.) other than FUSE.

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.
On macOS, you might be thinking of:
  • Application (.app) bundles, which sound similar but are actually just folders containing an executable and associated resources/libraries. macOS represents them as files but they are actually folders. In contrast, AppImages are files that can be executed themselves.
  • Disk Images (.dmg), which are sometimes used to distribute applications on macOS. These are similar to ISO files.

43
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.

If I had to pick a single format that would work anywhere, AppImage is probably what I would go with. I'm sure there are a number of tools out there that support building multiple package formats easily, though.

44
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.

The SDL version does not require graphics - it just uses a newer rendering backend (SDL) than the "legacy" version, so it supports more advanced/performant graphics. In ASCII mode, the two versions would look identical, although the SDL version may perform slightly better.

Saves are also 100% compatible between the legacy and SDL versions (of the same DF version), since the core DF code is the same, so you wouldn't have to start a new fort.

I'm not really sure where the "graphics" name came from, honestly - as far as I can tell, neither the DF website nor DFHack have ever called it that (Bay12 calls it "SDL Windows", DFHack calls it "v0.47.05 SDL win64"). I'm guessing it's a name that carried over from previous DT forks.

45
And I discovered this thanks to your wiki edit. Cool to see a Rust RPC client!

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