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Author Topic: DFHack 0.5.15 (legacy)  (Read 388564 times)

smjjames

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #91 on: July 12, 2010, 11:03:57 pm »

Should be fixed now...

http://github.com/downloads/peterix/dfhack/dfhack-bin-0.4.0.3b.zip

Thanks, and you really should get some sleep man. Unless you have a wierd sleep schedule like Toady does.
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diriel

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #92 on: July 13, 2010, 01:12:53 am »

Thank you Peterix you rock!
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Mechanoid

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Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

MaximumZero

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #95 on: July 14, 2010, 01:03:48 am »

Since Runesmith is DFHack reliant, Runesmith is probably the one that needs to update the offsets, not DFHack. I, however, am a total noob when it comes to this stuff, and could very well be wrong, but that's what makes sense to me.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Brandon816

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #96 on: July 14, 2010, 04:04:18 am »

As long as DFhack keeps its current functionality intact, even if it changes in implementation, it shouldn't affect other programs like runesmith. DFhack is there so that you have a frontend for other programs to more easily access the memory, so only DFhack needs to have the offsets updated. The only problem is that, like mentioned already, if "certain software tries to access things that *aren't [in DFhack] anymore*".
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MaximumZero

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #97 on: July 14, 2010, 09:34:34 am »

Huh. Nice to know.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

MaximumZero

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #98 on: July 14, 2010, 11:27:38 pm »

It looks to me like there are two files in the Runesmith folder:

QtCore4.dll
QtGui4.dll

that aren't in the DFHack folder. Perhaps they're looking for something that moved? (I don't know how to get them open, and even if I could, I wouldn't know what I was looking at. I'm just hypothesizing, here.)

Anyway, sizeak was looking for offsets of some sort. Not sure if he's seen this thread.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
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Urist McFumbler

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #99 on: July 14, 2010, 11:31:04 pm »

Hmm...

What would it take for you guys to set it up so that future versions of dfhack.dll are compatible with previous versions of software such as Runesmith?

There might be bugs when certain software tries to access things that *aren't there anymore*, but if all that's changing is memory offsets, shouldn't that only need to be updated once?

As far as I can understand it

If Toady does not do any drastic changes in the raws, I believe this would be no problem.

Unfortunately, drastic changes will happen so everything has to be checked and rediscovered.

Hence the delay.

Runesmith relies on the same offsets as DFHack.

DFHack uses some of the same offsets as DT.

There is interdependency and reliance but they are all unique.

But then again I might be wrong again. :P
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Haelfix

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #100 on: July 15, 2010, 09:50:51 am »

Is there any chance that in the flow utility, that there could be some sort of option for making permanent water or magma generators?  Eg i'd like to make a river or brook.  In 40d at least, there were 'generator' tiles that you could hack in with various utilities.
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jaked122

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #101 on: July 15, 2010, 07:38:58 pm »

EDIT: fixed itself, seems to only happen on one save
« Last Edit: July 16, 2010, 04:51:39 pm by jaked122 »
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Shaostoul

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #102 on: July 16, 2010, 11:32:38 pm »

I was wondering, can you stop all water in motion with one of that hacks? I know the fluids? one can place water that is static, but can it or one of the others freeze it... and can someone explain the 'flowbits' dealio?
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

peterix

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #103 on: July 17, 2010, 03:29:13 pm »

I was wondering, can you stop all water in motion with one of that hacks? I know the fluids? one can place water that is static, but can it or one of the others freeze it... and can someone explain the 'flowbits' dealio?
Well, flowbits. There are some flowbits for each 16x16 block of tiles and also for each tile. In dfliquids, you can choose if you want to make the spawned liquid flow or not.
So 'f+' makes stuff flow.
'f-' makes stuff not flow.
'f.' doesn't change flow bits.

If you don't want to spawn liquids, but only change the flow state, use 'f'lowbits instead of 'w'ater or 'm'agma.

peterix

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Re: DFHack 0.4.0.2 - tools and memory access library
« Reply #104 on: July 17, 2010, 03:30:06 pm »

EDIT: fixed itself, seems to only happen on one save
Can I have the save?
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