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Author Topic: DFHack 0.34.11 r3  (Read 1395957 times)

ag

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Re: DFHack 0.34.11 r3
« Reply #4515 on: September 05, 2013, 12:55:42 pm »

Which msvc? Also, what about building using the bat files coming with dfhack, without any fancy editor stuff?
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Spacebat

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Re: DFHack 0.34.11 r3
« Reply #4516 on: September 05, 2013, 03:46:40 pm »

Visual Studio 2012, so the compiler version is 11. I didn't use the batch files because for whatever reason, visual studio refuses to properly add its compiler to my path, so I can't easily compile from command line. I can try them when I get home by editing them to explicitly locate the compiler executable.
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ag

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Re: DFHack 0.34.11 r3
« Reply #4517 on: September 05, 2013, 03:59:59 pm »

DFHack must be built with the MSVC 2010 compiler same as DF itself, or it won't work.
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Spacebat

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Re: DFHack 0.34.11 r3
« Reply #4518 on: September 05, 2013, 05:58:28 pm »

Yay. Now I get to deal with more of microsoft's lovely software. Hopefully installing an older version alongside a newer one works better than vice versa, I originally had to uninstall version 10 because it made 11 not work for some raisins. Yes, raisins.
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Rose

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Re: DFHack 0.34.11 r3
« Reply #4519 on: September 05, 2013, 08:40:39 pm »

I think you need to install the older one first, before the newer one, but it may work anyway.

The good news is that, once you have the older one installed, you can use the older compilers with 2012, so you still get to use the nicer IDE. This process is pretty automatic when you open the project files.
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Spacebat

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Re: DFHack 0.34.11 r3
« Reply #4520 on: September 05, 2013, 11:25:11 pm »

Well that's what I originally did, but that broke things, I don't remember how but I uninstalled it. The good news is everything seems to be shipshape now with that, I installed MSVC 2010, fixed my system environment path and compiled from command line and the plugins don't crash DF anymore. The bad news is that just means it's time for the real bug hunting to begin.
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PeridexisErrant

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Re: DFHack 0.34.11 r3
« Reply #4521 on: September 05, 2013, 11:57:50 pm »

Does anyone know why I get redundant reports on tweaks when I start dfhack?
Because it prints one line per hook: <snip>

Hmmm.  Any way to get it to not do that?  Besides leaving 'cls' at the bottom of the init anyway, I get the feeling that's... not a great idea given that errors may get thrown then wiped. 
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Urist Da Vinci

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Re: DFHack 0.34.11 r3
« Reply #4522 on: September 06, 2013, 01:25:40 am »

Code: [Select]
    dfhack.timeout(50,"ticks",example)
I don't think that works in arena mode, though...

There is a "frames" timer which always works, but it counts frames and will fire regularly even when the game is paused.

In arena mode, I am checking df.global.world.frame_counter, which starts at 1 for a "fresh" arena and actually increases by 1 per tick. If it stops increasing, I know the game is paused.

Spacebat

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Re: DFHack 0.34.11 r3
« Reply #4523 on: September 06, 2013, 01:44:03 am »

Can someone enlighten me as to how job items work? Apparently the PlantSeeds job has 0 job items. However, I'm using the job_item_ref* vector, because a job_item_ref object has a pointer to the actual item itself (I think). Am I using the wrong vector, or what?



Update: okay, the job_item* vector has 1 item in it, but how am I actually supposed to access that item object?
« Last Edit: September 06, 2013, 02:47:49 am by Spacebat »
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Meph

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Re: DFHack 0.34.11 r3
« Reply #4524 on: September 06, 2013, 02:30:00 am »

Does any code exist to change the amount of starting/embark points? Similar to "startdwarf X", which changes the amount of dwarves you embark with. Doesnt matter if ruby or lua.
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ag

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Re: DFHack 0.34.11 r3
« Reply #4525 on: September 06, 2013, 02:59:00 am »

Can someone enlighten me as to how job items work? Apparently the PlantSeeds job has 0 job items. However, I'm using the job_item_ref* vector, because a job_item_ref object has a pointer to the actual item itself (I think). Am I using the wrong vector, or what?

It would be better to ask such things in the IRC channel, although don't expect to always get an instant answer :)

There's an IRC channel on freenode: #dfhack (irc://irc.freenode.net/dfhack or web client)

Re job items, a specific item is bound to a usual job only while it is being executed, by matching filters specified by job_item objects. Only some special jobs like storing into stockpile or building things have pre-assigned items (and some of them can actually work with filters too if created that way by dfhack, with some additional help).
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Spacebat

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Re: DFHack 0.34.11 r3
« Reply #4526 on: September 06, 2013, 04:13:08 am »

Alright, thanks for clearing that up, but why do we get all the spam from PlantSeeds job cancellations if they don't need any specific single item? I figured they had claimed X seed in Y barrel, and while en route to get it the barrel was stolen by a hauler.
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ag

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Re: DFHack 0.34.11 r3
« Reply #4527 on: September 06, 2013, 04:19:49 am »

and while en route to get it the barrel

That's exactly the time when there is a link to a specific item.
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Spacebat

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Re: DFHack 0.34.11 r3
« Reply #4528 on: September 06, 2013, 04:22:41 am »

Well yes, but if the farmer's job didn't want a single specific predetermined item that from that barrel, why is there a problem, why doesn't he grab a different seed?
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vjek

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Re: DFHack 0.34.11 r3
« Reply #4529 on: September 06, 2013, 09:31:02 am »

Does any code exist to change the amount of starting/embark points? Similar to "startdwarf X", which changes the amount of dwarves you embark with. Doesnt matter if ruby or lua.

This may be helpful..?

[lua]# print(df.global.world.worldgen.worldgen_parms.embark_points)
2500
[lua]# df.global.world.worldgen.worldgen_parms.embark_points=3000


I've used that on the embark selection screen, prior to pressing 'e', and it's reflected in the "Prepare for the journey carefully" interface.
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