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Author Topic: DFHack 0.43.03-r1  (Read 759938 times)

fricy

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Re: DFHack 0.34.11 r5
« Reply #75 on: June 26, 2014, 04:06:26 am »

There are no bin patches for OS X in dfhack r5?
Most of the binary patches were only written for Windows and Linux - considerable extra effort is required in order to port them to OSX, so it hasn't been done yet.

[edit] For the record, I've located all of the patch points for the various patches, though I currently don't have the means to write the patches myself.
Excellent. I checked the list, and there are 2 more binpatches that could make the list:
User2's manager unlimiter
Urist Da Vinci's weapon velocity patch

I see that jj is wrinting the .dif-s. Should I send the PM with this?

And a bit noob question. The patch that jj posted looks like this:
Spoiler (click to show/hide)
Do I need to use it as it is, or only the lines with the plus signs? I'm asking because I've seen github patches that marked the line changes with minus and plus signs, and I'm unsure about this one. The game accepts the binpatch either way, but I can't confirm if it's working correctly or not. :(

ag

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Re: DFHack 0.34.11 r5
« Reply #76 on: June 26, 2014, 04:17:34 am »

And a bit noob question. The patch that jj posted looks like this:
Code: [Select]
00110776: 75 90
00110777: D8 90
006602C4: 04 3C
006602CE: 40 47
Do I need to use it as it is, or only the lines with the plus signs? I'm asking because I've seen github patches that marked the line changes with minus and plus signs, and I'm unsure about this one. The game accepts the binpatch either way, but I can't confirm if it's working correctly or not. :(

Actually the important part is those four lines at the end. The rest is just documentation.
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fricy

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Re: DFHack 0.34.11 r5
« Reply #77 on: June 26, 2014, 04:26:12 am »

Actually the important part is those four lines at the end. The rest is just documentation.
Thx!

falcn

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Re: DFHack 0.34.11 r5
« Reply #78 on: June 26, 2014, 05:16:41 am »

Excellent. I checked the list, and there are 2 more binpatches that could make the list:
User2's manager unlimiter
I've tried this patch for OS X and it's not working for me (this is the point where I give up due to my absent binary debugging skills)
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falcn

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Re: DFHack 0.34.11 r5
« Reply #79 on: June 26, 2014, 06:09:54 am »

soundsense-season appears to be doing nothing at all.
ss_fix.log file doesn't get created or updated.
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Intrinsic

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Re: DFHack 0.34.11 r5
« Reply #80 on: June 26, 2014, 06:21:31 am »

A huge thanks to all those involved with getting r5 out the door.
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PeridexisErrant

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Re: DFHack 0.34.11 r5
« Reply #81 on: June 26, 2014, 06:40:19 am »

soundsense-season appears to be doing nothing at all.
ss_fix.log file doesn't get created or updated.

It's been a while, but I'm pretty sure that soundsense-season writes to the gamelog. The "soundsense" script writes to the other file, and is distributed with the utility not with dfhack.
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falcn

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Re: DFHack 0.34.11 r5
« Reply #82 on: June 26, 2014, 07:18:12 am »

soundsense-season appears to be doing nothing at all.
ss_fix.log file doesn't get created or updated.

It's been a while, but I'm pretty sure that soundsense-season writes to the gamelog. The "soundsense" script writes to the other file, and is distributed with the utility not with dfhack.

My bad. I thought the "soundsense-season" superseded old "soundsense" script, now I have looked at the code and saw that it doesn't.
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lethosor

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Re: DFHack 0.34.11 r5
« Reply #83 on: June 26, 2014, 07:32:45 am »

Excellent. I checked the list, and there are 2 more binpatches that could make the list:
User2's manager unlimiter
I've tried this patch for OS X and it's not working for me (this is the point where I give up due to my absent binary debugging skills)
Here's a script I wrote that does the same thing (call it from the main manager screen with a job selected).
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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.

expwnent

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Re: DFHack 0.34.11 r5
« Reply #84 on: June 26, 2014, 07:46:23 am »

https://github.com/expwnent/dfhack/commit/596ab0e1b85dff4107a65847247d4b7ec1eafa12

All the scripts I've added are in there. They should be safe for the current version. There are a lot of them, so go check them out! I also added a few convenience things like the "repeat" command / repeatUtil / etc.

I added an onReport event that happens when a combat report happens (much more often than you think: it doesn't have to be visible to the user). More exciting is the onStrike event which triggers when any unit hits another. For convenience, it also tries to compute whether they hit the target with a weapon or with a unit attack. It needs testing, so let me know how it goes.
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falcn

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Re: DFHack 0.34.11 r5
« Reply #85 on: June 26, 2014, 08:12:34 am »

Here's a script I wrote that does the same thing (call it from the main manager screen with a job selected).
Thanks! Here it is in the context
Code: [Select]
keybinding add M@jobmanagement "manager-quantity"
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Monkeylordmafia

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Re: DFHack 0.34.11 r5
« Reply #86 on: June 26, 2014, 08:30:53 am »

thanks for the script update, dfhack is a life saver fun prevention. Anyone help me put new scripts into the current version of dfhack so I can run them?
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Urist Da Vinci

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Re: DFHack 0.34.11 r5
« Reply #87 on: June 26, 2014, 09:15:31 am »

I am not sure what the criteria is to include a binary patch as part of DFHack, but this one may be interesting to some people:

Cave Fish Binary Patch (bug 5703 Underground lake, despite having fish, is always reported as "there is nothing to catch")

fricy

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Re: DFHack 0.34.11 r5
« Reply #88 on: June 26, 2014, 10:57:10 am »

https://github.com/expwnent/dfhack/commit/596ab0e1b85dff4107a65847247d4b7ec1eafa12

All the scripts I've added are in there. They should be safe for the current version. There are a lot of them, so go check them out! I also added a few convenience things like the "repeat" command / repeatUtil / etc.

I added an onReport event that happens when a combat report happens (much more often than you think: it doesn't have to be visible to the user). More exciting is the onStrike event which triggers when any unit hits another. For convenience, it also tries to compute whether they hit the target with a weapon or with a unit attack. It needs testing, so let me know how it goes.

Having a problem running growthbug with the new repeat command. osx, dfhack-r5 Here is what I did:
  • save growthbug.lua to hack/script
  • save repeat.lua to hack/script
  • save repeatUtil.lua to hack/lua/plugins
  • add to dfhack.init: "repeat enable 1 months growthbug now"
...and dwarf fortress becomes unresponsive immediately, tried letting it run for 5 minutes to see if it returns, but no luck.

EDIT: same result with feeding-timers. Even trying to run "repeat enable" without arguments in the console freezes the game.
« Last Edit: June 26, 2014, 11:12:08 am by fricy »
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indyofcomo

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Re: DFHack 0.34.11 r5
« Reply #89 on: June 26, 2014, 11:12:23 am »

What's the simplest way(probably on the wiki) to find out what string I should be using with workflow?
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