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Author Topic: Dwarf Fortress 0.34.07 Released  (Read 94909 times)

Garath

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Re: Dwarf Fortress 0.34.07 Released
« Reply #15 on: March 30, 2012, 08:36:49 am »

right, thanks.
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thvaz

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Re: Dwarf Fortress 0.34.07 Released
« Reply #16 on: March 30, 2012, 08:37:35 am »

Yeah, although it might depend on how you characterize the hauling changes since some of those'll be coming pretty soon, with fire AI sometime after that (since I promised both of these for the bug fix cycle, along with some other stuff).  Regular bug fixes will also continue.  I might be busy until the first with the typical month-end stuff (crayon etc.).

Awesome. But now I think I will wait before starting a "serious" fortress.
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Stormfeather

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Re: Dwarf Fortress 0.34.07 Released
« Reply #17 on: March 30, 2012, 08:39:18 am »

Yay, a new version, just as my previous fortress was bogging down too much from goblinite/dead dwarves/etc. Although I'll miss some of the stuff in my previous fort... oh well, I guess I can always import a save later if I really want to. :p

Thanks Toady One! All Hail Hypnoto Toady!
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malvado

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Re: Dwarf Fortress 0.34.07 Released
« Reply #18 on: March 30, 2012, 08:42:27 am »

Darn good work Toady!

Think it could be possible to give adventureres some love in the next bug fix?
Sewer grates and drowning just bellow one has been bothering me a little , if the sewer is 2 tiles bellow (1 tile space between ground and sewer) it's possible to get air, standing directly bellow the sewer grate (ie no space between sewer grate and where you swim) makes you drown (Ie you don't get air).
Due to this large areas of sewer areas are impossible to explore as a mere human.

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Footkerchief

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Re: Dwarf Fortress 0.34.07 Released
« Reply #19 on: March 30, 2012, 08:49:31 am »

Think it could be possible to give adventureres some love in the next bug fix?
Sewer grates and drowning just bellow one has been bothering me a little , if the sewer is 2 tiles bellow (1 tile space between ground and sewer) it's possible to get air, standing directly bellow the sewer grate (ie no space between sewer grate and where you swim) makes you drown (Ie you don't get air).
Due to this large areas of sewer areas are impossible to explore as a mere human.

This group of bugs covers those problems.  In general, it helps to link to reports.
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Psieye

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Re: Dwarf Fortress 0.34.07 Released
« Reply #20 on: March 30, 2012, 09:36:55 am »

can I swap creature and entity raws with the edited ones out of 34.06? Making all relevant grazers actually manageable is always a bit of trouble (starving to death while eating continuously) and this is actually the first time I thought of just copy pasting them (facepalm).
You want to look into this tool called WinMerge. Then you can exactly see what's different between 2 versions of the same file and quickly transfer just the changes you want from one version to the other.
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khearn

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Re: Dwarf Fortress 0.34.07 Released
« Reply #21 on: March 30, 2012, 11:10:54 am »

file changes.txt will let you know the specifics about what raw files were changed between releases.
That reminds me. Toady One, I just want to say thank you very much for file changes.txt. It makes upgrading to the latest version so much easier than it would be without it. I appreciate the effort it takes to keep it up to date.
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WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #22 on: March 30, 2012, 11:48:38 am »

When will we be able to view the descriptions of dead/missing creatures again?
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floundericiousWA

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Re: Dwarf Fortress 0.34.07 Released
« Reply #23 on: March 30, 2012, 12:14:40 pm »

Thank you! Bug fixes are the best!

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That, I like.

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greycat

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Re: Dwarf Fortress 0.34.07 Released
« Reply #24 on: March 30, 2012, 01:28:50 pm »

Oopsie!  Got a seg fault during world gen (default interface, short history, all other settings at default) in an absolutely vanilla 0.34.07 on Linux.  Reported.

Second attempt at world gen worked OK.
« Last Edit: March 30, 2012, 01:33:21 pm by greycat »
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maxi

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Re: Dwarf Fortress 0.34.07 Released
« Reply #25 on: March 30, 2012, 01:31:31 pm »

I had to register on this forum so I could say: Thank you for the amazing updates!

In my last fort some dwarves jumped into a waterfall and drowned, which resulted in a tantrum spiral among the survivals. When I reclaimed the fort there were about 7 ghosts that I couldn't get rid of. Would this update fix that somehow? Anyways, showing what ghosts are still around and which aren't in the engrave menu will be very helpful!
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Musaab

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Re: Dwarf Fortress 0.34.07 Released
« Reply #26 on: March 30, 2012, 01:31:44 pm »

Any word on the vanishing text bug?
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Footkerchief

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Re: Dwarf Fortress 0.34.07 Released
« Reply #27 on: March 30, 2012, 01:48:05 pm »

Any word on the vanishing text bug?

Once again: it helps to link to the report so people know what you're talking about.
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Kogut

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Re: Dwarf Fortress 0.34.07 Released
« Reply #28 on: March 30, 2012, 01:51:33 pm »

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Steele

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Re: Dwarf Fortress 0.34.07 Released
« Reply #29 on: March 30, 2012, 03:12:14 pm »

Found a small mistake in c_variation_default.txt.
[CV_REMOVE_TAG:ATTACL_VELOCITY_MODIFIER]
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