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Messages - fricy

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1
I don't know.

I will start to investigate DFHack related things once DFHack supports the Classic version (or the Itch.io version once DF has restored keyboard support).
Since the script only uses "normal" UI functionality (as opposed to trying to create overlays) it ought to be reasonably straightforward to update it, assuming the DFHack mapping of data has been updated.

Edit:
DFHack now supports Classic, and after fixing an interface profile change, I'm now stuck on DF itself currently no longer supporting any Help key binding (to which the help screen is bound). It ought to be restored when keyboard support is restored, at which point it would be useful to continue.
You may find some help with that.

2
Hm........

I wonder....
Since we are all wondering, and you're already in a strange mood:
How about overrides by item quality? :)
 So those poor coffins can be poor, and Vordak can draw some masterwork ones as well.

Amazing work everyone!
don't be pushy with the dorf in a strange mood, they might go mad (^_^)
Oh boy, can I push it some more? Pretty please?   ::)
So here's something to think about: instead of random statues, how about parsing the statue description for keywords, and overriding with something appropriate?
So something like:
Code: [Select]
OVERRIDE:dwarf:striking a menacing pose:1
OVERRIDE:dwarf:cowering:1
OVERRIDE:dragon::1
OVERRIDE:cockroach::1
etc.
That extends the neccessary work by only about a million new sprites, so it's nothing Meph can't handle.  ;D

3
Hm........

I wonder....
Since we are all wondering, and you're already in a strange mood:
How about overrides by item quality? :)
 So those poor coffins can be poor, and Vordak can draw some masterwork ones as well.

Amazing work everyone!

4
Did I do it right?
No.
You just have Meph' GFX pack without Taffer's changes. The LNP launcher doesn't merge the mod, just overwrites the raws with the version supplied in the pack. What you did is the same as the "Apply graphics to savegame" option in the launcher. And I don't think you can mod your existing world with Taffer's changes, they go too deep for that, but you have to ask Taffer to confirm. Some mods are possible past worldgen, some are not, and break the save. If for some miraculous reason this version is save game compatible, future versions won't be with the leather changes.

You should:
a, use this pack (44.07, not up to date Taffer's mod)
or
b, generate a raw set with Meps's launcher, delete item_macro_fantastic.txt, becuse it causes bugs, set tileset to Meph's in LNP, copy the generated raws to LNP DF/raws, generate a world with LNP, and NEVER let the launcher update save raws (44.09, not up to date Taffer's mod)
or
c, if you want the latest Taffer change's before Meph updates this pack you need to make a manual raw merge like this. Be advised that Taffer only supplies the changed raw files in his download, so to make a mod directory you need to copy the base files there first, and overwrite them with Taffer's. (latest and greatest everything)

5
Re: item_macro_fantastic

TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.

Simple fix, thanks for letting me know that the problem exists. :)

@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.
PS: Stepladders also seem off.

Can I just delete this raw or should I rename it? I think taffer said he just removed it from his updated Ravised but I don't really know what I am doing. :P

Edit: I added fricy's edits to overrides but I have deleted item_macro too. Is this completely wrong? Should it be one or the other?
Only one. If you have already generated a world, use my fixes. If you want to start a new one, then delete the macro_fantastic. Doing both will either break your existing world, or mess up the overrides in a new one.

6
Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit.
Typical, just about the only file I didn't check. Because "macro". Why would it contain tools?  ;D
Since I already made it, this should be the quickfix for overrides.txt until Meph release the official one. Note that the last two lines are not in the tools section, but further down around line 2530ish.

Spoiler: quickfix for overrides (click to show/hide)

@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.
PS: Stepladders also seem off.

Just a note, Armok Vision has options to do a full dump of all items in the game, including and IDs and raw names.
Thx, would have been useful. :)

7
PS1: What's the command in dfhack for inspecting the memory layout of units/items/etc.? I forgot, would be useful in this case.
You mean this thing?: https://gist.github.com/cvuchener/c176e7d0bee18e5c6c75c7ac5bded6f7
No, altough that script is useful for debuging this. I was thinking of gui/gm-editor. Found it. :)
(Goddam it Toady, you put tools into finished goods, large tools into furnitures, and some tools even have their own stockpile settings... And it looks like musical intruments are not musical intruments at all, but tools, so you can't seperate them out. And why is honeycomb even a tool? Joy to debug this mess. /rant off)

So, I generated a Revised world, embarked with all tools I could buy, and used to script above to get the IDs. Here are the results.
Code: [Select]
17 nest box
18 jug
19 large pot
20 hive
---
23 minecart
24 wheelbarrow
25 stepladder
26 scroll rollers
27 book binding
---
30 book case
---
33 pedestal
34 display case

That seems to be in the same order found in the wiki. Crutches, splints, quivers, etc. seem to be in order, as they are items, not tools. I suspected some shenaningans with musical intruments, but their IDs are all after these base tools (35+), so that's out. Although I have to say intruments in stockpile definetly look odd, like a floor covered with straw. Is that intentional?
EDIT: intruments look all right, and go into the correct piles. Intrument pieces look odd, and go to tools piles.

Can someone else confirm they see the same shift of 7 in tool IDs? So far I have two words with the same results and Vordak's report.

8
Found a strange bug - incorrect display tile of wheelbarrow(tile #237 from _MDF_items.png) - it look like helve(tile #247 from _MDF_items.png).
In overrides.txt is all written correctly:
Code: [Select]
[OVERRIDE:255:I:TOOL:TOOL:17:_MDF_overrides_1:237]Screenshot I do not attach as it is not informative.

P.S overrides.txt definitely requires marks\notes for items from ...\raw\objects\ .
P.S.2. In tileset from PeridexisErrant's Starter Pack (64bit) - v0.44.05-r03 there is no such bug (code of wheelbarrow override is similar) - It looks like the problem is related to version of DFhack or TWBT.
P.S.3. Also found that instead of pot(tile #233) shows scroll roller(tile #239).

I can confirm that this bug exists if you use the Revised option in the launcher, but displays correctly with the default raws. I noticed the wheelbarrows bug in the raws sets I generated and posted here earlier, and it seems to be present in Meph's official version too. It indicates that something in Revised messes up the tool IDs in the memory.

I expect all/some tools  to be shifted by 7, because you can fix wheelbarrows by changing:
Code: [Select]
[OVERRIDE:255:I:TOOL:TOOL:24:_MDF_overrides_1:247]to
Code: [Select]
[OVERRIDE:255:I:TOOL:TOOL:24:_MDF_overrides_1:237] wheelbarrow was 247As you can see TOOL:17 became TOOL:24. Vordak's comment for pot show the same shift TOOL:12 (#233) ->TOOL:19 (#239)
It needs to be confirmed that all tools are messed up, or only some. It would also be nice to confirm that other items are ok.

I tried to compare the generated raw sets between default/revised, but nothing stands out as obvious, item_tool.txt is identical in both versions. So I'm stumped for the reason, if Meph doesn't know either, then the obvious fix is to have a modified overrides.txt for Revised with the shifted tool IDs.

PS1: What's the command in dfhack for inspecting the memory layout of units/items/etc.? I forgot, would be useful in this case.
PS2: @Meph: As far as I know you don't need the LAA patch with the now standard 64 bit DF, it can address all the memory avaliable.

9
How would I go about importing the TomiTaipo Old Genesis mod into the Meph launcher? Assuming that its possible and reasonable to explain in a forum post.
I don't know about the bringing it into the launcher part.
To make anything compatible with this (or any other gfx set) follow this workflow:
  • Get Kdiff3
  • Prepare your raw sets in a working folder. You'll need a base raw, a mod raw and a gfx (Meph's) raw
  • Load the base raw directory in panel A, mod raw directory into panel B, gfx raw directory into panel C
  • Check which files need to be merged. You can usually trust automatic merges, when it runs into a conflict decide how to handle it.
  • Pay attention to line identations, and which line should contain which tag. Try not to mix them up. Sometimes you need to manually edit in the bottom panel, most of the time you just need to select the correct line.
  • Use keyboard shortcuts to work quickly: Ctrl+up/down for next edit, Ctrl+PgUp/PgDown for conflicts. Ctrl+1/2/3 to select line from A/B/C
  • After saving your work, copy the merged gfx raws into DF/raws, launch game, check error logs, generate a new world. If all is well, play. If not, go back to the drawing board.
If it's an old mod for a previous DF version you need to update it yourself first. Follow the same workflow.
Eg. if you have a 43.05 mod, Panel A loads base 43.05 raws, B -> base 44.07 raws, Panel C -> Mod 43.05 raws. Merge to get 44.07 Mod. Test again, if all is well merge the gfx.
Theoretically you can merge any number of mods this way: A -> base, B ->Mod1, C -> Mod2. Merge, then A- >Base, B->Mod3, C->Mod1+2. Rinse, repeat.
I say theoretically, because some tags in older raws have been changed, so you need to know what changed and why. So I wouldn't advice updating something like a .22b mod or something this way. Probably not even .34.11. That needs a complete rewrite.

10
DF Suggestions / Re: make zoom to location scaled to tileset
« on: March 20, 2018, 08:43:37 am »
okay, then i'll ask in the TWBT-Thread.
maybe it is because i use a 5:4 screen 1280x1024 with mephs32x32 and curses640x480 to fit the menu on the screen while still being able to see a big enough portion of the scene.
so it might be the difference between curses and mephs that causes this behaviour.

Yeah, that's definetly overkill for your monitor's resolution. Try Meph24x24 with a 16x24 font.

11
I saw Meph was asking if we had requests so :
What would make me really happy would be to have Taffer's Revised mod included in the pack, maybe even toggleable in the launcher.
You can try this until Meph (if) includes it the pack. It was a relatively straightforward merge, and I'm not seeing errors in the logs, but treat it as experimental, because it was a long time ago I last touched any raws. :)
Overwrite the files in Meph's df/raw/objects, and generate a new worlds because the changes are not compatible with the base game.

12
Paintings are a newer addition to the set... guess the lines in the override files made their way into PEs starterpack.
Oh, yeah. That's it. I think it's a harmless error.
Thanks, that was my hunch too.

The Cacao tree bug: If an activity zone is anywhere (active, inactive, shown or not) it messes with overrides, if the item has the same tile number as the override I use for zones. In short: I'll just have to find a new tile number for the Cacao fruits and it fixes itself.
Guess that explains it, though I could'nt make them go away by deleting all zones and reloading the save. And the zones were not  under the trees or anywhere near.

13
When I used digtype on gold nuggets in the latest alpha build my game crashed. Its happened twice so I've stopped using it. Anything I can do to help with this report?
I couldn't reproduce this. I designated a native gold vein for digging, gave the command and the dwarves started digging for me. How fast came the crash for you? Immediately, or a bit later?
For what it's worth I have to mention that I did use the 3dveins command right after embark on this map.
dfhack 44.07-a1, twbt, no raw changes.

14
Just wanted to say that I planned that update, then 44.06 came out, so I waited for TWBT, now 44.07 came out, so now I'm waiting again on the utilities. ^^ Once everything looks stable, I'll upload a new version.
Hey!

Nice set!
You might want to look at Cacao trees. I'm getting these white rectangles where the branches are. Other trees seem to be ok.
Spoiler (click to show/hide)
I'm also getting a bunch of twbt error messages on startup about missing custom buildings (Painting 1-95, wooden floor).
I'm using the set in PE's starter pack with 44.07 dfhack alpha.

15
Utilities and 3rd Party Applications / Re: DFHack 0.44.05-r2
« on: March 14, 2018, 04:31:26 pm »
I'm talking about this http://www.bay12forums.com/smf/index.php?topic=155882.msg6921078#msg6921078
Hmm, IDK. He is owner now. I checked the permissions, there are only two levels: member/owner. I seem to remember I did give him admin rights back then, so it beats me. :(
I'm sure he'll chip in soon.

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