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Author Topic: Spellcraft Is <undefined> (v1.08) for 40d16  (Read 53658 times)

Hugo_The_Dwarf

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Re: Spellcraft Is Reborn! (v1.06)
« Reply #225 on: February 02, 2010, 09:45:26 am »

you can use doors I just use statues mainly, you can use anything that can be encrusted
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Rumrusher

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Re: Spellcraft Is Reborn! (v1.06)
« Reply #226 on: February 02, 2010, 03:16:15 pm »

so does having iron whip stubbed with wolf bone crash* the game?
because adventure mode seems to die with the whip having Onattack trigger.


freeze the game and can't be closed by task unless you close the spell first.

really if someone got this working can they place a video of this working?
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darius

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Re: Spellcraft Is Reborn! (v1.06)
« Reply #227 on: February 02, 2010, 04:12:53 pm »

No, you misunderstood me.

The gear sentry worked at first, I tested it and spawned a small pool of lava.
Then I set up a large-scale pattern of gear assemblies, designed to fill the moat with lava.
After everything was put in place, linked up, and sealed off, the lever was set on repeat to quickly fill the moat.
A dwarf came and pulled the lever, and the FPS halved, yet no lava was produced.

I'll try and get a video up or something.
thats strange,  ran some tests and fixed minor bug with lava spawned not in a circle, but fps were ok while on repeat. Though lava gets spawned then if you disturb it, it melts the gears (if you have lava proof gears all is good).
Edit: found a bug: if gears are connected than rune could fail.

yea I noticed that things slow down and fast with the more spells I use, there was no underwater sources and I needed to farm on the mountian so I made 4 statues with the water rune and FPS had a heart attack, now they worked but my sickbay healing statues stopped working, or just decided to work whenever they felt like it between lags, crazy stuff... But then again we are the unoffical beta testers lol

hmm maybe i need to rethink the structure... although now periodic rune should be the least fps intensive.

Quote
let me guess: the fort is old and there are a lot of items? If so i can understand. There is a procedure that scans all the items for those with runes... This could take a hit on FPS. Also there are a lot breakpoints. Although they are quite fast, collective minilags could sum up to a real lag. For example with debuging printing takes too much time so FPS is about 2.
There was alot of items... lots... Hmm if the problem is that its checking every item over and over again, could you have it check them all once on startup, then have the user input a command to check all items again? Say I just made a fort nothing was encrusted with runes Spellcraft checks finds none and is done, then I make a "magic" statue, ask Spellcraft to check again, it finds the statue (saves it in a array) then run the required spells that have been encrusted. And since it checks on startup my old forts with "magic" items get checked and im good to go, unless I make another magic item, then I have to re-check. would this work? because I had to do some crazy things with my programs in this fasion ((well one of the crazy ways))

Well currently i have no way to check for user input... That's because i chose not to do gui. Thinking back maybe this was not the best choice, but it all started as a "what will happen if I..."

so does having iron whip stubbed with wolf bone crash* the game?
because adventure mode seems to die with the whip having Onattack trigger.


freeze the game and can't be closed by task unless you close the spell first.

really if someone got this working can they place a video of this working?
what does spells.txt look like? (what does wolf bone do?)
« Last Edit: February 02, 2010, 04:17:24 pm by darius »
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Rumrusher

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Re: Spellcraft Is Reborn! (v1.06)
« Reply #228 on: February 02, 2010, 05:37:27 pm »

Code: [Select]
!DEFAULTS 0
R SPELL_1 Berserk
#R SPELL_2 Attract
R SPELL_3 Bleed
R SPELL_4 Revive
R SPELL_5 Zombie
M IRON Fire
R SPELL_7 Smoke
R SPELL_8 Mist
R SPELL_9 Vapor
R SPELL_10 Melancholy
R SPELL_11 Health
R SPELL_12 Regen
R SPELL_13 Hostility
B CAT Conversion
R SPELL_15 Teleport
R SPELL_16 OnDig
R SPELL_17 OnDeath
B WOLF OnAttack
R SPELL_19 OnAttacked
R SPELL_20 OnPeriodic
R SPELL_21 Water
R SPELL_22 Magma
R SPELL_23 OnProjectile
R SPELL_24 Dragonfire
R SPELL_25 Sanity
R SPELL_26 Heat
R SPELL_27 Cold
R SPELL_28 OnClose
R SPELL_29 OnDrink
R SPELL_30 OnEat
R SPELL_31 Unzombify
R SPELL_32 Pain
R SPELL_33 Food
R SPELL_34 Drink
R SPELL_35 Babble
R SPELL_36 Happy
R SPELL_37 Sad
R SPELL_38 Sleep
R SPELL_39 Rest
R SPELL_40 Polymorph
R SPELL_41 Caravan
R SPELL_42 Animate
R SPELL_43 OnGearsOn
R SPELL_44 Unearth
I had a Iron whip that was encrusted with wolf bone.
I had defaults on when I first try it out but the code still crash with it on or off.
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Hugo_The_Dwarf

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Re: Spellcraft Is Reborn! (v1.06)
« Reply #229 on: February 02, 2010, 09:34:18 pm »



There was alot of items... lots... Hmm if the problem is that its checking every item over and over again, could you have it check them all once on startup, then have the user input a command to check all items again? Say I just made a fort nothing was encrusted with runes Spellcraft checks finds none and is done, then I make a "magic" statue, ask Spellcraft to check again, it finds the statue (saves it in a array) then run the required spells that have been encrusted. And since it checks on startup my old forts with "magic" items get checked and im good to go, unless I make another magic item, then I have to re-check. would this work? because I had to do some crazy things with my programs in this fasion ((well one of the crazy ways))

Well currently i have no way to check for user input... That's because i chose not to do gui. Thinking back maybe this was not the best choice, but it all started as a "what will happen if I..."

Hey I don't mind that it has no gui because this thing works, and most things start from "what will happen if I.." im just stating advice ;D now saddly, I bet if you wanted to make it gui you would have to do major re-write even possible total re-write... could you use the old spellcraft.exe as a item scanner, then it outputs a .txt file with the encrusted items which is used by another program to run spells and find magic materials? rough crude and very barbaric. Every master piece starts out as a crude idea, you just need to polish this one :D great work BTW :P

P.S. you still working on friendship lol or are you working on whichever one your mind has great ideas for lol
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darius

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Re: Spellcraft Is Reborn! (v1.06)
« Reply #230 on: February 03, 2010, 08:12:41 am »

Will make a tray app out of this. Need an icon somebody make one pls.


P.S. you still working on friendship lol or are you working on whichever one your mind has great ideas for lol

Friendship is kinda finished (it works!!!) , but yeah i have several projects and work on them randomly (few of them are quite dead...)
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darius

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Re: Spellcraft Is Reborn! (v1.08)
« Reply #231 on: February 03, 2010, 02:35:58 pm »

Added (v1.08) new Spellcraft_tray.exe:
1. No auto scan (speed up for big forts)
2. 2 threads (one for gui one for hacking)
3. all logging done to logfile.txt.

Oh and i HATE winapi and all the handles that it spawns. But oh well at least this way it doesn't require any additional libs.
« Last Edit: February 03, 2010, 02:41:07 pm by darius »
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Rumrusher

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Re: Spellcraft Is Reborn! (v1.08)
« Reply #232 on: February 04, 2010, 09:00:58 am »

could one make a race of magical beings if they all have rune based skins?
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blur

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Re: Spellcraft Is Reborn! (v1.08)
« Reply #233 on: February 15, 2010, 08:23:23 am »

I can't get it working. After running Spellcraft.exe, I create runes (mist or fire) and sentrys (periodic) and encrust statues with them, but after building, they behave like normal statues. What's wrong?
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Hugo_The_Dwarf

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Re: Spellcraft Is Reborn! (v1.08)
« Reply #234 on: February 15, 2010, 09:53:54 am »

are you using the spellcraft_tray.exe or just normal spellcraft.exe, did you encrust the sentry rune first? then the other spells? and mist has a tendancy to not work sometimes try usings a water rune instead.

For spellcraft_tray.exe you have to "rescan" when you make a new "magic" item
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Deon

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Re: Spellcraft Is Reborn! (v1.08)
« Reply #235 on: February 15, 2010, 09:58:17 am »

If you want to generate mist, you have to create a mist through normal means first (i.e. make a cavein in a river) for the game to "load" it in the memory or something.
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AnotherDwarvernDeath

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Re: Spellcraft Is Reborn! (v1.08)
« Reply #236 on: February 15, 2010, 08:24:13 pm »

Sorry if this has been asked before, but why wouldn't this mod work for d17?
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Deon

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Re: Spellcraft Is Reborn! (v1.08)
« Reply #237 on: February 15, 2010, 09:29:40 pm »

Because it has different memory offsets and such.
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Re: Spellcraft Is Reborn! (v1.08)
« Reply #238 on: February 16, 2010, 05:47:06 am »

Now, i've tried a gear assembly first encrusted with gear sentry and then with rune of water and rescanned spellcraft_tray. There is enough power for the gear assembly to work, and I've attached it to a lever which is pulled repeatedly. Still no effect.
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Hugo_The_Dwarf

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Re: Spellcraft Is Reborn! (v1.08)
« Reply #239 on: February 16, 2010, 02:12:53 pm »

are all the right files in the right places like spells.txt goes in the same folder as Spellcraft_tray.exe and the materials ad reaction go in the raws (didn't need to post where it goes) and i've never tried the gear assembly so can't help you there, I think someone had problems with that too.
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