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Author Topic: Dwarf Companion - new version linked @first post  (Read 96255 times)

bartavelle

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« Last Edit: May 10, 2010, 07:51:04 am by bartavelle »
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dyze

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Re: Dwarf Companion
« Reply #1 on: December 26, 2007, 06:09:00 pm »

looks awesome!
quite an extensive tool, from the looks? so how about a quickie intro/explanation on whats it all about, here in the first post?
info is kinda scarce there on the wiki  :)
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bartavelle

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Re: Dwarf Companion
« Reply #2 on: December 27, 2007, 02:01:00 am »

First of all, for now it's just a python prototype, and will require the installation of several software packages to properly run.

It is basically a tool that will allow you to easily watch the data structures that have been reversed, and edit some. In game terms, it will let you list creatures, spot hurt/moody/unhappy dwarves, and view/edit creatures internals.

Some features are cheats, such as mood requirements lister, magical "heal" and "hurt" buttons, mood type selection, coordinates edition (teleporter). Most importantly, it will let you play with the internals, creating interesting effects, such as Corbine's crazy dogs or  butcherable lazy dwarves!

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Vagabond

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Re: Dwarf Companion
« Reply #3 on: December 27, 2007, 02:31:00 am »

Would very much appreciate this being completed.

Very interested.

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Reign on your Parade

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Re: Dwarf Companion
« Reply #4 on: December 27, 2007, 02:53:00 am »

When this is more finished, I am definitely using this to perfect my temple to armok!
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Luckymoose

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Re: Dwarf Companion
« Reply #5 on: December 27, 2007, 02:54:00 am »

Sounds awesome. Can't wait for it to be standalone. Don't feel like installing the stuff needed.
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sphr

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Re: Dwarf Companion
« Reply #6 on: December 27, 2007, 12:42:00 pm »

LOL, if this had come up sooner, I wouldn't have to dig through all the memory hacking thing to do what it did (quickly lists out wounded/unhappy dwarves)!  Definitely looking forward to this, but hope for either a standalone version or something based off python 2.5 (installing 2.4 when 2.5 is already installed is just too messy).

Any plans on map-related modules? e.g.
-one button designate cut tree after recording the regions.
-additional "bookmarks", jump to creature (esp dead creatures, which cannot be done in game)
-add foreman.exe-like macro job management by profession?

I could go on and on... lol... maybe we should post util feature ideas in the modding subforum and see which ones are feasible and which ones are most desired.

Excellent work and thanks for all the contribution to memory hacking stuff too!

chrominance

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Re: Dwarf Companion
« Reply #7 on: December 27, 2007, 01:58:00 pm »

My personal dream feature: alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely. I may have to peek at the Python code to see what I can figure out...
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bartavelle

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Re: Dwarf Companion
« Reply #8 on: December 27, 2007, 02:53:00 pm »

What would be totally cool is that people with feature requests just put them in the discussion page of the wiki. I will answer them, as soon as holidays are over  and i can check their "feasibility". Thanks for the feedback!
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Mr.Person

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Re: Dwarf Companion
« Reply #9 on: December 27, 2007, 07:21:00 pm »

This works in adventure mode too, by the way. I made myself into a demon and flew into a pond. I tried the "pain" thing but that crashed DF.
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Corbine

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Re: Dwarf Companion
« Reply #10 on: December 28, 2007, 07:57:00 am »

quote:
Originally posted by Mr.Person:
<STRONG>This works in adventure mode too, by the way. I made myself into a demon and flew into a pond. I tried the "pain" thing but that crashed DF.</STRONG>

It tends to do that.  Future warning to everyone: DF DOES NOT LIKE DWARF COMPANION.  SAVE OFTEN!

And with that out of the way, I've noticed you removed the old tags from the crazy  flags and such bart. :P

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bartavelle

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Re: Dwarf Companion
« Reply #11 on: December 28, 2007, 11:17:00 am »

Yes, next time it will be fixed :/
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bartavelle

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Re: Dwarf Companion
« Reply #12 on: January 04, 2008, 03:14:00 am »

I added several features, most importantly:
* Skill edition : you can now change skill type/level, but NOT add new skills
* Body part name is displayed on the damage details
* Right click popup on the unit list with : heal/hurt/tame

The most important underlying feature is the removal of the pydbg dependency (and tentative linux support for wine players). As it might now work with python 2.4 and 2.5 i'm reluctant to package it with all the pygtk, as it would work for 2.5 OR 2.4, but not both.

Should I package it for python 2.5 or just let beta testers install the 3 required packages (as it's not that big/invasive)?

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bartavelle

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Re: Dwarf Companion
« Reply #13 on: January 04, 2008, 03:18:00 am »

Oh, and it's possible to display stuff like that :


code:
 nextmood: 37
0.83% has complained of hunger lately
4.46% has complained of thirst lately
1.66% slept uneasily due to noise lately
0.62% slept very uneasily due to noise lately
0.10% was woken by noise while sleeping lately
0.21% has complained about the draft lately
0.10% was upset about being relieved from duty
0.10% was upset about being expelled from the Fortress Guard
0.83% has been annoyed by flies
0.41% has been accosted by terrible vermin
0.10% has witnessed death
0.31% sustained major injuries recently
0.10% slept on rocks recently
0.10% slept on a rough cave floor recently
0.52% slept without a proper room recently
0.10% dined without a proper dining room recently
5.29% was caught in the rain recently
16.49% admired craft
6.02% admired craft
0.31% was honored to join the Fortress Guard
4.46% has been satisfied at work lately
0.10% is quite pleased with making an artifact
0.93% made a satisfying acquisition lately
0.31% adopted a new pet recently
1.04% ate a pretty decent meal lately
0.10% ate a wonderful dish lately
0.21% ate a truly decadent dish lately
0.62% ate a legendary meal lately
0.52% had a pretty decent drink lately
1.24% had a fine drink lately
1.66% had a wonderful drink lately
1.14% had a truly decadent drink lately
0.93% was comforted by a pet lately
0.41% talked with a friend lately
0.10% conducted a meeting in a good setting recently
11.51% dined in a legendary dining room recently
0.10% slept in a bedroom like a personal palace recently
10.17% slept in a good bedroom recently
23.96% had a satisfying sparring session recently
0.31% was nauseated by the sun lately
0.31% was irritated by the sun lately
0.93% was able to rest and recuperate lately
0.10% was rescued recently
0.10% was very happy to be elected mayor recently

Is that useful?

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Mr.Person

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Re: Dwarf Companion
« Reply #14 on: January 04, 2008, 04:26:00 am »

quote:
Originally posted by bartavelle:
<STRONG>I added several features, most importantly:
* Skill edition : you can now change skill type/level, but NOT add new skills
* Body part name is displayed on the damage details
* Right click popup on the unit list with : heal/hurt/tame

The most important underlying feature is the removal of the pydbg dependency (and tentative linux support for wine players). As it might now work with python 2.4 and 2.5 i'm reluctant to package it with all the pygtk, as it would work for 2.5 OR 2.4, but not both.

Should I package it for python 2.5 or just let beta testers install the 3 required packages (as it's not that big/invasive)?</STRONG>


Release it with the 3 packages, then package it up and release that.

What's next, adjuststart's features or something? I dunno what else there is to do, honestly, except naming all the tags. Oh, and keeping this up to date with new DF versions.

Now, to go turn all my dwarves into slugmen!

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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.
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