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Author Topic: DFHack 0.34.11 r3  (Read 342952 times)

Quietust

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Re: DFHack 0.34.11 r1
« Reply #2265 on: August 21, 2012, 09:21:15 pm »

Some exciting new stuff has been added to DFHack over the past few days - thanks to angavrilov, it's now possible to override virtual methods on classes, and some new helper code has been added for manipulating the screen buffers. So far, 3 tools have been written making use of this:

1. A simple development plugin which overrides viewscreen_titlest::render() in order to superimpose the DFHack version on the title screen.
2. A Lua script which, when triggered under the appropriate circumstances (in Dwarf mode, using the [q] cursor, and hovering over a lever or a triggerable building), creates an overlay which lets you browse which buildings are linked to a particular lever (or which levers are linked to a particular building, depending on what you selected).
3. A plugin which hooks viewscreen_unitlistst::feed(...) and checks for presses of the [l]abors key (as used from the [v] cursor), at which point it opens a new viewscreen which implements a very simple (and currently incomplete) Therapist-style labor manager within Dwarf Fortress itself.

Stay tuned for further developments.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

vjek

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Re: DFHack 0.34.11 r1
« Reply #2266 on: August 21, 2012, 10:48:14 pm »

... 2. A Lua script which, when triggered under the appropriate circumstances (in Dwarf mode, using the [q] cursor, and hovering over a lever or a triggerable building), creates an overlay which lets you browse which buildings are linked to a particular lever (or which levers are linked to a particular building, depending on what you selected). ...

The other two are nifty, but that one right there is a big ol' bag of AWESOME-SAUCE!
Well done!
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My DFHack lua scripts, which you can use to change stats, skills, age, personality and preferences of one, some or all of your dwarves!

DoctorOr

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Re: DFHack 0.34.11 r1
« Reply #2267 on: August 22, 2012, 04:24:25 am »

Is there a way to set designations (digging, channeling, etc) from lua?
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Japa

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Re: DFHack 0.34.11 r1
« Reply #2268 on: August 22, 2012, 04:26:37 am »

There is, but if you want to do lots of them, it's better to write a plugin for whatever you're trying to do.
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I interpret it as meaning 'really good at cutting people.'
You clearly don't know much about swords.

DoctorOr

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Re: DFHack 0.34.11 r1
« Reply #2269 on: August 22, 2012, 05:41:50 am »

It's more about getting all the fiddly bits correct than about any mass designations that would take awhile. Plus, I don't have a windows build environment, or a linux game environment.

So how is it done in lua? I was unable to find a way in the documentation.
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Warmist

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Re: DFHack 0.34.11 r1
« Reply #2270 on: August 22, 2012, 07:31:45 am »

Some exciting new stuff has been added to DFHack over the past few days - thanks to angavrilov, it's now possible to override virtual methods on classes, and some new helper code has been added for manipulating the screen buffers. So far, 3 tools have been written making use of this:

1. A simple development plugin which overrides viewscreen_titlest::render() in order to superimpose the DFHack version on the title screen.
2. A Lua script which, when triggered under the appropriate circumstances (in Dwarf mode, using the [q] cursor, and hovering over a lever or a triggerable building), creates an overlay which lets you browse which buildings are linked to a particular lever (or which levers are linked to a particular building, depending on what you selected).
3. A plugin which hooks viewscreen_unitlistst::feed(...) and checks for presses of the [l]abors key (as used from the [v] cursor), at which point it opens a new viewscreen which implements a very simple (and currently incomplete) Therapist-style labor manager within Dwarf Fortress itself.

Stay tuned for further developments.

Cool progress!
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Mr S

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Re: DFHack 0.34.11 r1
« Reply #2271 on: August 22, 2012, 08:08:30 am »

Wholeheartedly agree with vjek about the industrial grade awesome-sauce dripping all over this development.

Also, allow me to offer my thanks to the countless hours spent adding !!FUN!! by the bushel basket by all of the DFHack developers.  My Kitten Ichor coated -<*Pig Tail Fiber Cap*>- goes off to all of you!
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Japa

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Re: DFHack 0.34.11 r1
« Reply #2272 on: August 23, 2012, 03:59:56 am »

3. A plugin which hooks viewscreen_unitlistst::feed(...) and checks for presses of the [l]abors key (as used from the [v] cursor), at which point it opens a new viewscreen which implements a very simple (and currently incomplete) Therapist-style labor manager within Dwarf Fortress itself.

Stay tuned for further developments.
Spoiler (click to show/hide)
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I interpret it as meaning 'really good at cutting people.'
You clearly don't know much about swords.

espenhw

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Re: DFHack 0.34.11 r1
« Reply #2273 on: August 23, 2012, 04:23:35 am »

Good news, everyone!

After much rigamarole and trying various options, we finally have a build of DFHack for Mac OS X that should work for most people.

You can get it here for now.

Please try it out, and let us know if it works for you.


Returning to DF after a long hiatus, this is ... like ... the best news EVER!   :)

This build works fine for me (MBPro with 10.7.4)
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Aerval

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Re: DFHack 0.34.11 r1
« Reply #2274 on: August 23, 2012, 12:04:20 pm »

@Japa amazing, true dwarf fortress style.

Some exciting new stuff has been added to DFHack over the past few days - thanks to angavrilov, it's now possible to override virtual methods on classes, and some new helper code has been added for manipulating the screen buffers.
Does this mean you finally could translate the in game menues by overriding them? I mean thats was has been asked so very often...
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Japa

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Re: DFHack 0.34.11 r1
« Reply #2275 on: August 23, 2012, 12:25:40 pm »

translating the menus would mean re-making every single one, because we can't modify existing screens, only add new ones.

And it's not dwarf-fortress style, it's a hacked-in ingame menu.
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I interpret it as meaning 'really good at cutting people.'
You clearly don't know much about swords.

Aerval

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Re: DFHack 0.34.11 r1
« Reply #2276 on: August 23, 2012, 08:27:55 pm »

Nala, Gorzad, Runti, Durar, Chalo, Nalraka, Belisch, Durni, Dwinina, Gilunn, Thorin, Caltri, Gruala, Balak, Munnos  and Boflin: This and many more (total of 2200 female and 2200 male) first names can be generated with the following lua script, providing every Dwarf with an individual Name.

Why this?
->More remarkable Dwarven Names (not every fourth Dwarf is called "Inod" but every 4000th)
->Gender distinguishable by name (female ending on -a, -e or -i)
->easy expandable

Code: [Select]
--Nameparts by http://jtevans.kilnar.com/rpg/dnd/tools/dwarf.php, Aerval
local firstnamepart = {"Ar", "At", "B", "Bal", "Bel", "Bil", "Bof", "Bol", "Bul", "Cal", "Chal", "D", "Dal", "Dor", "Dw", "Far", "Gil", "Gim", "Grun", "Ing", "In", "Kil", "Kl", "Mor", "Nal", "Nor", "Ov", "Th", "Thor", "Thr", "Bar", "Bro", "Dim", "Dru", "Dur", "Dwin", "Fim", "Gar", "Gom", "Gor", "Gri", "Gro", "Gru", "Grun", "Ha", "Har", "Her", "Ket", "Mun", "Rag", "Run", "Sim", "Stor", "Thin", "Ur", "Thar"};
local female_secondpart = {"a", "ala", "ana", "ia", "ila", "ina", "ola", "ona", "goli", "dina", "kka", "e", "fine", "i", "zadi", "ondi", "umma", "undi", "unni", "kona", "gini", "mina", "raka", "bari", "bura", "ili", "rundi", "rimi", "tri", "tria", "gari", "tila", "dria", "nia", "ria", "dri", "ni", "ri", "grima", "ti"};
local male_secondpart = {"aim", "ain", "ak", "ard", "eff", "ip", "ar", "im", "in", "isch", "lin", "hold", "oco", "o", "or", "ur", "gol", "din", "kk", "nos", "ond", "od", "zad", "ond", "um", "und", "unn", "kon", "gin", "min", "on", "rak", "bar", "bur", "il", "rund", "rim", "gar", "til", "grim", "van"};

local dwarfRace = df.global.ui.race_id;
math.randomseed(dwarfRace)
for index,unit in pairs(df.global.world.history.figures) do --Renaming all the historical dwarves
if ( unit.race == dwarfRace ) then
if (unit.sex ~= 0) then
unit.name.first_name = firstnamepart[math.random(#firstnamepart)]..male_secondpart[math.random(#male_secondpart)];
else
unit.name.first_name = firstnamepart[math.random(#firstnamepart)]..female_secondpart[math.random(#female_secondpart)];
end
--unit.name.words[0] = -1;
--unit.name.words[1] = -1;
end
end
for index,unit in pairs(df.global.world.units.all) do --Renaming pretty much everyone else
if ( unit.race == dwarfRace ) then
if (unit.sex ~= 0) then
unit.name.first_name = firstnamepart[math.random(#firstnamepart)] .. male_secondpart[math.random(#male_secondpart)];
else
unit.name.first_name = firstnamepart[math.random(#firstnamepart)].. female_secondpart[math.random(#female_secondpart)];
end
--unit.name.words[0] = -1;
--unit.name.words[1] = -1;
end
end
print("firstnamepart: "..#firstnamepart.."\nfemale: "..#female_secondpart.."\nmale: "..#male_secondpart);

Credits:
expwnent for his DwarvenHeritage script (both scripts can be combined)
http://jtevans.kilnar.com/rpg/dnd/tools/dwarf.php -> Dwarven Name generator
Dfhack and DFusion crew

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Helgoland

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Re: DFHack 0.34.11 r1
« Reply #2277 on: August 24, 2012, 06:44:59 am »

3. A plugin which hooks viewscreen_unitlistst::feed(...) and checks for presses of the [l]abors key (as used from the [v] cursor), at which point it opens a new viewscreen which implements a very simple (and currently incomplete) Therapist-style labor manager within Dwarf Fortress itself.

Stay tuned for further developments.
Spoiler (click to show/hide)
This is a glorious day for all of B12.

But why no Professor Farnsworth reference? "Good news, everyone!"
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expwnent

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Re: DFHack 0.34.11 r1
« Reply #2278 on: August 24, 2012, 11:07:55 am »

Aerval: that script can give inconsistent names for dwarves that are both historical and local. That might cause issues with reclaim or later forts in the same world.
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Dwarven Heritage Project: http://www.bay12forums.com/smf/index.php?topic=112381.0

Wow... a dwarf is dragging his intestines all over the place and is in constant terrible pain and one of the first suggestions is to hack off his guts with an intricate mechanical contraption. This truly is Dwarf Fortress

Lyons

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Re: DFHack 0.34.11 r1
« Reply #2279 on: August 24, 2012, 09:18:13 pm »

Hello all! (first time posting here, long time lurker)

After using the fastdwarf plugin for DFHack after some time, I get the message "Migrants were too nervous to travel to your fortress this season" (Not the exact words, but you get my drift). Has anybody else gotten this message? What's it caused by, and how do I get rid of it?

(Also: I don't know if this is a cause, but I had revealed the map using reveal all, saved the game, and when I went back, everything was revealed, and wouldn't revert after unreveal. Are the migrants too scared of the subterranean creatures that are being detected as present creatures?)
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