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Author Topic: DFHack 0.43.03-r1  (Read 753056 times)

Max™

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Re: DFHack 0.40.13-r1
« Reply #1230 on: October 26, 2014, 12:15:06 am »

[thefunk@archenstein df_linux]$ ./dfhack
Gtk-Message: Failed to load module "canberra-gtk-module"
Loading bindings from data/init/interface.txt
Resetting textures
TWBT: version 5.27
TWBT: no display patch

./dfhack: line 43: 22368 Segmentation fault      (core dumped) setarch i386 -R env LD_PRELOAD=$PRELOAD_LIB ./libs/Dwarf_Fortress "$@"

[thefunk@archenstein df_linux]$ ./dfhack
Gtk-Message: Failed to load module "canberra-gtk-module"

ARGH, SO CLOSE....

I gave symbols.xml the right md5 in a new symbols table and it got that far, I've got gcc 4.9.1 already, but I haven't had more luck than getting twbt to start trying to load like that and segfaulting out.
« Last Edit: October 26, 2014, 12:16:45 am by Max™ »
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Engraved here is a rendition of an image of the Dwarf Fortress learning curve. All craftsdwarfship is of the highest quality. It depicts an obsidian overhang which menaces with spikes of obsidian and tears. Carved on the overhang is an image of Toady One and the players. The players are curled up in a fetal position. Toady One is laughing. The players are burning.
The VectorCurses+1 tileset strikes the square set and the severed part sails off in an arc!

expwnent

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Re: DFHack 0.40.13-r1
« Reply #1231 on: October 26, 2014, 01:15:02 am »

Creating units from scratch is still being researched. See modtools/force.lua for megabeasts.

Perfect! Exactly what I was looking for. Just wasted 20 minutes trying to figure it out myself. Completely passed over the .attrs oh well, always good to learn :)

EDIT: Had a little more time to work on this today, here is what it's looking like now
Spoiler (click to show/hide)

Looks great! It's up to you but I'd put the numerical skill level in addition to the word (master / dabbler / etc). Just in case people forget what the order is.
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Roses

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Re: DFHack 0.40.13-r1
« Reply #1232 on: October 26, 2014, 03:02:11 am »

Perfect! Exactly what I was looking for. Just wasted 20 minutes trying to figure it out myself. Completely passed over the .attrs oh well, always good to learn :)

EDIT: Had a little more time to work on this today, here is what it's looking like now
Spoiler (click to show/hide)

Looks great! It's up to you but I'd put the numerical skill level in addition to the word (master / dabbler / etc). Just in case people forget what the order is.

Hmm, I think you are right. I was also unsure if I should use total experience or rank experience for the 3rd column.

For Syndromes, do you know of a way to get the time left on the syndrome? I looked briefly where I thought it might be, but didn't have a chance to check to much, would be nice to be able to display that. (In a perfect world I would be able to find how much time is left on a units interaction cooldown as well, but I won't hold my breath for that one).

Is there anything else people would like to see on there?
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expwnent

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Re: DFHack 0.40.13-r1
« Reply #1233 on: October 26, 2014, 04:18:50 am »

If you look up the syndrome from the unitSyndrome then you can look at the maximum duration for each symptom and subtract the duration so far to find the amount of time left. See syndrome-util.lua.
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fricy

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Re: DFHack 0.40.13-r1
« Reply #1234 on: October 26, 2014, 05:09:34 am »

TWBT: version 5.27
TWBT: no display patch
ARGH, SO CLOSE....
I gave symbols.xml the right md5 in a new symbols table and it got that far, I've got gcc 4.9.1 already, but I haven't had more luck than getting twbt to start trying to load like that and segfaulting out.

Twbt doesn't load anything from symbols.xml, but uses hardcoded memory offsets. So in short: no matter how hard you try, you won't be using it with 40.14 without mifki's update and a recompile.

ptb_ptb

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Re: DFHack 0.40.13-r1
« Reply #1235 on: October 26, 2014, 06:37:56 am »

Is there anything else people would like to see on there?

Skills that are rusty, or very rusty, in a different color?
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lethosor

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Re: DFHack 0.40.13-r1
« Reply #1236 on: October 26, 2014, 07:13:39 am »

[thefunk@archenstein df_linux]$ ./dfhack
Gtk-Message: Failed to load module "canberra-gtk-module"
Loading bindings from data/init/interface.txt
Resetting textures
TWBT: version 5.27
TWBT: no display patch

./dfhack: line 43: 22368 Segmentation fault      (core dumped) setarch i386 -R env LD_PRELOAD=$PRELOAD_LIB ./libs/Dwarf_Fortress "$@"

[thefunk@archenstein df_linux]$ ./dfhack
Gtk-Message: Failed to load module "canberra-gtk-module"

ARGH, SO CLOSE....

I gave symbols.xml the right md5 in a new symbols table and it got that far, I've got gcc 4.9.1 already, but I haven't had more luck than getting twbt to start trying to load like that and segfaulting out.

TwbT hasn't been updated yet, so it won't work with 0.40.14. I'm not sure if that's the cause of the segfault, though. Is there anything in stderr.log?
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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.

Max™

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Re: DFHack 0.40.13-r1
« Reply #1237 on: October 26, 2014, 08:30:16 am »

Crap, I removed that folder since it was such a mess, so I didn't grab the log.

Worth noting that while I haven't gotten it working with dfhack yet, I was able to get the new libgraphics.so working after doing the explort ld_preload /user/lib32/libz.so.1 workaround for regular ./df launches, which is why I tried to use the old graphics.so, and it did fix the keybinds problem. Litle sleepy so I'll try to put it together and get ./dfhack to work the same way if I can later, using the added md5 table and linking to the zlib, assuming it doesn't get updated before I get back on anyways.
« Last Edit: October 26, 2014, 09:53:27 am by Max™ »
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Engraved here is a rendition of an image of the Dwarf Fortress learning curve. All craftsdwarfship is of the highest quality. It depicts an obsidian overhang which menaces with spikes of obsidian and tears. Carved on the overhang is an image of Toady One and the players. The players are curled up in a fetal position. Toady One is laughing. The players are burning.
The VectorCurses+1 tileset strikes the square set and the severed part sails off in an arc!

Roses

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Re: DFHack 0.40.13-r1
« Reply #1238 on: October 26, 2014, 11:31:06 pm »

Thanks for your help with the syndrome thing expwnent, got that working right, and got the class system working correctly as well (before it was just a place holder label, not it is a proper list). I also added a flag so if you aren't using my class system, you can just turn the display off and get that extra space back (instead it would just say 'None' and give you a lot of zeroes).

Here is the updated look
Spoiler (click to show/hide)

I may exchange the word Permanent for just a P or something since it is adding extra space that doesn't really need to be there. As always if anyone has any thoughts I am open to suggestions. I think I want to put some basic health information in the upper right corner (age, happiness level, health condition, maybe put up the sleepiness/hungry timers).

Is there anything else people would like to see on there?

Skills that are rusty, or very rusty, in a different color?
That's a pretty good suggestion, do we know the amount of rust_counter that describes each level of rustiness?

Other than that I am pretty content with where it is and where it is going, so I will probably release it to the public soon. Keep up the good suggestions!
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Vanst7

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Re: DFHack 0.40.13-r1
« Reply #1239 on: October 27, 2014, 01:05:00 am »

Thanks for your help with the syndrome thing expwnent, got that working right, and got the class system working correctly as well (before it was just a place holder label, not it is a proper list). I also added a flag so if you aren't using my class system, you can just turn the display off and get that extra space back (instead it would just say 'None' and give you a lot of zeroes).

Here is the updated look
Spoiler (click to show/hide)

I may exchange the word Permanent for just a P or something since it is adding extra space that doesn't really need to be there. As always if anyone has any thoughts I am open to suggestions. I think I want to put some basic health information in the upper right corner (age, happiness level, health condition, maybe put up the sleepiness/hungry timers).

Is there anything else people would like to see on there?

Skills that are rusty, or very rusty, in a different color?
That's a pretty good suggestion, do we know the amount of rust_counter that describes each level of rustiness?

Other than that I am pretty content with where it is and where it is going, so I will probably release it to the public soon. Keep up the good suggestions!

Loving this so far. That's the kind of plug-in i would definitely use. A suggestion, is it possible to sort the skills, so the highest level skills are at the top. And maybe seperate them by 3 category, one for the work related skills, one for the combats skill and the other one for skills like negociator, comedian etc..
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Roses

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Re: DFHack 0.40.13-r1
« Reply #1240 on: October 27, 2014, 03:03:41 am »

Loving this so far. That's the kind of plug-in i would definitely use. A suggestion, is it possible to sort the skills, so the highest level skills are at the top. And maybe seperate them by 3 category, one for the work related skills, one for the combats skill and the other one for skills like negociator, comedian etc..

Yes to both of those, the sorting skills by rank is easy enough to do, and something I should have done already. The categorizing them is something I had originally intended to do, but wasn't quite sure how best to do it. I have an idea now though and just need to implement it.
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Badger Storm

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Re: DFHack 0.40.13-r1
« Reply #1241 on: October 27, 2014, 04:02:39 am »

Is DFHack available for 40.14 yet?
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Quietust

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Re: DFHack 0.40.13-r1
« Reply #1242 on: October 27, 2014, 07:41:46 am »

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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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palu

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Re: DFHack 0.40.13-r1
« Reply #1243 on: October 27, 2014, 10:19:44 am »

Thanks for your help with the syndrome thing expwnent, got that working right, and got the class system working correctly as well (before it was just a place holder label, not it is a proper list). I also added a flag so if you aren't using my class system, you can just turn the display off and get that extra space back (instead it would just say 'None' and give you a lot of zeroes).

Here is the updated look
Spoiler (click to show/hide)

I may exchange the word Permanent for just a P or something since it is adding extra space that doesn't really need to be there. As always if anyone has any thoughts I am open to suggestions. I think I want to put some basic health information in the upper right corner (age, happiness level, health condition, maybe put up the sleepiness/hungry timers).

Is there anything else people would like to see on there?

Skills that are rusty, or very rusty, in a different color?
That's a pretty good suggestion, do we know the amount of rust_counter that describes each level of rustiness?

Other than that I am pretty content with where it is and where it is going, so I will probably release it to the public soon. Keep up the good suggestions!

Loving this so far. That's the kind of plug-in i would definitely use. A suggestion, is it possible to sort the skills, so the highest level skills are at the top. And maybe seperate them by 3 category, one for the work related skills, one for the combats skill and the other one for skills like negociator, comedian etc..
Aren't they categorized already?
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Roses

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Re: DFHack 0.40.13-r1
« Reply #1244 on: October 27, 2014, 02:51:09 pm »

They aren't really categorized (as far as I know). There is a loose categorization on the wiki, but that's by no means rigid.

The question I have for categories is about the outiers, for example, where should Building Designer or Record Keeper go? Should there be a medical skills category? I was thinking the break down would be;

Labor (all the hard labor stuff)
Administrative (things like Record Keeper, Organizer, etc...)
Social (things like Negotiation)
Medical (all medical skills)
Military (all military skills)

But is that too many categories? And what about strange ones like Alchemy, Swimming, etc... Thoughts?
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