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Messages - lethosor

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3706
DF Gameplay Questions / Re: Next "stable" update?
« on: August 27, 2014, 07:37:55 am »
After 34.11 was released, Toady stated that he was moving on to the next big update: "It's time to activate the world now". Basically, once his devlog starts to see entries along the lines of "added feature X" as opposed to the current slew of "fixed broken feature X", DF2014 will be as stable as it's going to get.
The animal training rewrite was new in 0.34.06, and minecarts and wheelbarrows (along with other hauling changes) were new in 0.34.08, both of which are features. Granted, the initial releases of these features were somewhat less stable than the releases before them, but I'd say 0.34.11 was more stable than 0.34.05 or 0.34.07.

3707
DF Dwarf Mode Discussion / Re: Caravans and roads
« on: August 27, 2014, 07:29:29 am »
No, wagons will enter at any point along the map edge where there's a (3x3) path to the depot. You don't strictly need a road (and there's no guarantee they'll use it) - it just guarantees that there is a usable 3x3 path for caravans if everything else is blocked.

3708
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 27, 2014, 06:33:20 am »
In addition, https://github.com/quietust/dfhack/tree/develop contains the change(s) needed to compile DFHack with 0.40.09-10 at the moment.

3709
DF Announcements / Re: Dwarf Fortress 0.40.10 Released
« on: August 26, 2014, 07:11:31 pm »
"and put some other things inside"

There's already a os version http://www.bay12forums.com/smf/index.php?topic=128960 with plenty of other features.
I assume the "other things" include a proper icon, an Info.plist, and a few other files that make DF behave more like an OS X app than a command-line executable.

Is it compatible with .09 saves?

New versions are always backwards compatible with the previous versions since the last "not backwards compatible" version unless Toady states otherwise.
Save compatibility is also mentioned in "release notes.txt" (in the main DF folder).

3710
DF Suggestions / Re: OSX Native Version
« on: August 26, 2014, 04:01:54 pm »
But it's still very much of a hack, and It would be very nice to have the OSX "fullscreen" experience working properly instead of using up all my screen and Don't letting me swipe workspaces to read on my cheats... er... references.
This is actually an SDL problem - I think SDL 2 might work with OS X spaces, but SDL 1.2 certainly doesn't.

Edit: I can't seem to reach your website ( http://moura.us/posts/dwarf-fortress-04010-osx ) at all.

3711
DF Suggestions / Re: OSX Native Version
« on: August 26, 2014, 02:24:36 pm »
I was under the impression that SDL requires X11, but it could be a missing libfreetype that requires it instead (see this bug).

3712
DF General Discussion / Re: Dwarf Fortress 40_10 Starter Pack r1
« on: August 26, 2014, 11:59:46 am »
You can also save a modified copy of an existing profile (after you select it).

3713
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 26, 2014, 11:44:24 am »
I can't seem to get DFHack to make me dragon bones. I'm trying to test out a reaction, but I don't have the needed dragon bones. I followed the steps from the wiki, create-items BONE CREATURE_MAT:DRAGON:BONE 10, but it'd just come up with another of the incredibly unhelpful how-to's of DFHack. Can I make dragon bones, or are they one of the items you can't make?
You want createitem - create-items is an entirely different script that only supports bars, boulders, plants, logs, webs, and anvils (from its documentation).
Also, I believe the first argument should be CORPSEPIECE (see http://dwarffortresswiki.org/index.php/DF2014:Item_token ); however, CORPSEPIECE items aren't possible to create (in addition to CORPSE and FOOD items). I've added a note about this to the wiki.

3714
DF Gameplay Questions / Re: Fixing accented letters in names
« on: August 25, 2014, 06:41:42 pm »
Essentially, TwbT can render uppercase diatrics (from a separate image), but there's no way to tell which lowercase diatrics should be uppercase when rendered.

3715
DFHack hasn't been (officially) released for 0.40.09-10 yet, and the Stonesense overlay doesn't work at all in 0.40.xx:
Stonesense was able to render directly onto the DF screen, instead of its own window, but that doesn't work for the new version of DF yet.

3716
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 25, 2014, 05:45:13 pm »
I'm not experiencing those problems on 0.40.09 or 0.40.10. What commits (dfhack and df-structures) are you building from?
dfhack: https://github.com/quietust/dfhack/tree/eb221e1165ab4bdaebd6da3fccc47d90fdd8aa1d
I used git submodule init/git submodule update to get the df-structures stuff.

Could be a bug with how I built it - I was using Visual Studio 2013, and I had to add includes for <algorithm> and <functional> to different spots and remove a few "using namespace std"s (because dfhack uses a bunch of variables named "count" which conflicted with <algorithm>'s std::count).
Yeah, you'll need Visual Studio 2010 on Windows - that's what DF uses, and using a different compiler version on Windows tends to cause difficult-to-diagnose crashes.

3717
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 25, 2014, 03:10:04 pm »
There isn't an official release of DFHack for 0.40.09 or 0.40.10 yet.

3718
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 25, 2014, 10:31:52 am »
I'm not experiencing those problems on 0.40.09 or 0.40.10. What commits (dfhack and df-structures) are you building from?

3719
DF Announcements / Re: Dwarf Fortress 0.40.10 Released
« on: August 25, 2014, 07:44:13 am »
So, I didn't see the "Warning: unstable version" notice on the front page... is that a goof by The Toad, or are we calling 40.10 stable? If so, fuck yeah, and also I think that might be a new record in terms of shortest number of releases before stability. I might be wrong though.
I think the notice has been gone since 0.40.07 (possibly earlier).

3720
Ah, you mean a way to "revert" changes to the current save while keeping it open. Unfortunately, DF doesn't have a built-in way of doing that (ninja'd), and implementing it would only eliminate the time it takes to quit and reopen DF (which isn't very significant compared to load time, at least in my experience), since the only safe method is to load the world from scratch. It's a good idea, though. (It could be possible to restart DF without saving, which would be slightly more convenient, although I'm not sure how to implement it in a cross-platform way.)
Edit: Actually, there is a "save_on_exit" global, which is set to 'true' when a game is loaded - setting it to false (at least in 0.34.11) allows returning to the main menu without saving, if I understand correctly. Unfortunately, it's not automatically findable (yet), and is missing from most 0.40.xx versions of DFHack.

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