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Author Topic: DFHack 0.43.03-r1  (Read 1077817 times)

LeoCean

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Re: DFHack 0.40.10-r1
« Reply #630 on: August 29, 2014, 04:15:57 pm »

You could have just transferred the save back to dfhack 40_08r2. There weren't that many changes that'd break raws(in save games). Besides the one in dinit. Besides you may have to wait a while when you reload with 40_10 for some of the exe changes to bounce back in (morale and all that). It should have been do able anyways.
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Quietust

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Re: DFHack 0.40.10-r1
« Reply #631 on: August 29, 2014, 04:48:54 pm »

You could have just transferred the save back to dfhack 40_08r2. There weren't that many changes that'd break raws(in save games). Besides the one in dinit. Besides you may have to wait a while when you reload with 40_10 for some of the exe changes to bounce back in (morale and all that). It should have been do able anyways.
Wrong - once you upgrade a save to a newer version (by loading and saving), you cannot load it in an older version anymore.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

notfood

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Re: DFHack 0.40.10-r1
« Reply #632 on: August 29, 2014, 05:21:14 pm »

For some reason this doesn't work:
Code: [Select]
keybinding add Ctrl-Shift-Z@dwarfmode/Default "stocks show"but this one does
Code: [Select]
keybinding add Ctrl-Shift-S@dwarfmode/Default "stocks show"
DFHack for Linux. Something to do with Z?
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smjjames

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Re: DFHack 0.40.10-r1
« Reply #633 on: August 29, 2014, 07:11:43 pm »

Any idea if it would be feaseable to have some kind of tool to analyze NPCs in adventure mode to better understand what's going on? No idea what such a tool would do exactly though.
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thistleknot

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Re: DFHack 0.40.10-r1
« Reply #634 on: August 29, 2014, 07:17:00 pm »

my favorite script startdwarf.rb doesn't seem to work.

I type in startdwarf 13 on the map, but I still only pre-embark preperations with 7

lethosor

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Re: DFHack 0.40.10-r1
« Reply #635 on: August 29, 2014, 07:21:47 pm »

The required offset for startdwarf (start_dwarf_count) is only available on OS X for 0.40.10-r1, but you can find the other two here (for Windows and Linux, in that order).
« Last Edit: August 29, 2014, 07:23:23 pm by lethosor »
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

thistleknot

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Re: DFHack 0.40.10-r1
« Reply #636 on: August 29, 2014, 07:43:25 pm »

I don't know if I edited the script right, I tried this... same thing

Spoiler (click to show/hide)

On further note, the 3dveins is broken as well (causes my modded version of the game to crash).

I have an empty errolog other than notices about camping forever.
« Last Edit: August 29, 2014, 07:45:06 pm by thistleknot »
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lethosor

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Re: DFHack 0.40.10-r1
« Reply #637 on: August 29, 2014, 08:07:38 pm »

You should add the line from here for your OS to DF/hack/symbols.xml, under the correct <symbol-table> tag ("0.40.10 SDL" for Windows or "0.40.10 linux" for Linux) instead of editing the script. I'm not sure what the problem is if neither of those work, though.

DFHack errors are logged to stderr.log, not errorlog.txt, although a crash usually won't log anything.
« Last Edit: August 29, 2014, 08:11:49 pm by lethosor »
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Treefingers

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Re: DFHack 0.40.10-r1
« Reply #638 on: August 29, 2014, 08:43:21 pm »

Getting this again:
Code: [Select]
./libs/Dwarf_Fortress: symbol lookup error: ./hack/libdfhack.so: undefined symbol: _Z10lua_gettopP9lua_StateApart from recognizing some file paths, I don't know what this means or how I might fix/avoid it. Ideas?

I'm running 0.40.10 (from site, not repo) in Arch Linux (32). No changes to raws; removed DF's c++ lib to avoid that error; some changes to init files (nothing uncommon); default dfhack.init, but error showed without it;

edit: just DLed 0.34.11 with the old dfhack. Getting the same error there, too.
« Last Edit: August 29, 2014, 09:30:53 pm by Treefingers »
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Euius

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Re: DFHack 0.40.10-r1
« Reply #639 on: August 29, 2014, 09:57:50 pm »

Curious why this doesn't work

Spoiler (click to show/hide)

And whats the proper to way to force a building to give up its contents, without actually disassembling the building.
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thistleknot

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Re: DFHack 0.40.10-r1
« Reply #640 on: August 29, 2014, 10:44:20 pm »

You should add the line from here for your OS to DF/hack/symbols.xml, under the correct <symbol-table> tag ("0.40.10 SDL" for Windows or "0.40.10 linux" for Linux) instead of editing the script. I'm not sure what the problem is if neither of those work, though.

DFHack errors are logged to stderr.log, not errorlog.txt, although a crash usually won't log anything.

thanks, that did it.

At first I thought you were telling me I had to [re]build it after code changes or something. 

I never knew about that symbols.xml file. 

Very handy.  It's like an offline pointer list that doesn't need to be converted to binary code at runtime.
« Last Edit: August 29, 2014, 10:46:26 pm by thistleknot »
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smjjames

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Re: DFHack 0.40.10-r1
« Reply #641 on: August 29, 2014, 10:53:09 pm »

Any idea if it would be feaseable to have some kind of tool to analyze NPCs in adventure mode to better understand what's going on? No idea what such a tool would do exactly though.

Do you guys know anything on this? Although probably only the real expert coders around here would know how feaseable it is.
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Putnam

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Re: DFHack 0.40.10-r1
« Reply #642 on: August 29, 2014, 10:59:02 pm »

I have no idea what you mean by "analyze" or "what's going on".

Greiger

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Re: DFHack 0.40.10-r1
« Reply #643 on: August 30, 2014, 01:33:03 am »

I love you guys.  I never realized how much I miss digv until playing for 9 versions without it.

My fortress metal production has quadrupled now that I don't have to manually designate every single tile of ore a few at a time.  I shall throw a... (looks over animal pens) ...puppy into the volcano in the dev team's honor.
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Rumrusher

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Re: DFHack 0.40.10-r1
« Reply #644 on: August 30, 2014, 03:09:05 am »

Curious why this doesn't work

Spoiler (click to show/hide)

And whats the proper to way to force a building to give up its contents, without actually disassembling the building.
you might need to set a X/Y/Z coord for where the items go.
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