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Author Topic: DFHack 0.34.11 r3  (Read 1388740 times)

Meph

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Re: DFHack 0.34.11 r3
« Reply #5220 on: February 08, 2014, 02:06:06 pm »

Do you think you can add this to warmists spawnunit, so I can do some tests and see if it works, or does cause crashes? :)
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sirdave79

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Re: DFHack 0.34.11 r3
« Reply #5221 on: February 08, 2014, 02:52:29 pm »

Your not talking to me now are you ?

If so I dont understand sorry.
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #5222 on: February 08, 2014, 04:08:23 pm »

Updated spawn unit with nemesis creation (i.e. can assign to squad members, not captains) with normal working. It was missing a edge case (then 100th unit in same unit chunk is created). Hopefully we'll find how to make them noble'able :)

Edit: updated it yet again: now you can assign nobles/captains too. Unfortunately you can't assign them if it's not your forts race.
« Last Edit: February 09, 2014, 07:05:42 am by Warmist »
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Dutchling

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Re: DFHack 0.34.11 r3
« Reply #5223 on: February 11, 2014, 11:03:02 am »

According the wiki DFHack can fix the growth bug.

How would one do that, exactly?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5224 on: February 11, 2014, 11:20:48 am »

fixgrowthbug.rb, which the starter pack and masterwork both come with

Dutchling

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Re: DFHack 0.34.11 r3
« Reply #5225 on: February 11, 2014, 11:30:39 am »

I got DFHack from the LNP and it doesn't recognize that as a command.
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fricy

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Re: DFHack 0.34.11 r3
« Reply #5226 on: February 11, 2014, 12:00:00 pm »

I got DFHack from the LNP and it doesn't recognize that as a command.

If you're using an LNP that's not too old, (4-5 months?) than the fix is configured to run automatically. Watch the dfhack console for confirmation, there should be a message every month or so saying that "units are fixed to grow normally", or something like that.

If not, get the script, put it into hack/scripts/fix and add this line to dfhack.init:

Code: [Select]
fix/growthbug enable

Severedicks

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Re: DFHack 0.34.11 r3
« Reply #5227 on: February 11, 2014, 12:34:54 pm »

Is there a list of all binpatches and bugfixing plugins somewhere? PE's pack (which contains the most binpatched executable I know) only has dfhack3 when all the plugins have been updated to some unreleased r4 I never managed to get my hands on.
« Last Edit: February 11, 2014, 12:40:47 pm by Severedicks »
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fricy

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Re: DFHack 0.34.11 r3
« Reply #5228 on: February 11, 2014, 01:54:55 pm »

Is there a list of all binpatches and bugfixing plugins somewhere? PE's pack (which contains the most binpatched executable I know) only has dfhack3 when all the plugins have been updated to some unreleased r4 I never managed to get my hands on.

I don't quite understand the question there...
PE's pack contains the growthbug fix, a few dfhack binpatches that should be compatible with dfhack-r4, and runs a patched exe that fixes another couple of bugs. All of these should work out of the box with dfhack-r4 as far as I know. The list you can find in /hack/patches.
But as dfhack-r3 working correctly, there's not much reason to update to an unofficial r4 for an unmodded vanilla game. For mods there's a reason to go r4, but you won't get much benefit in vanilla.
If you still feel like updating there's a post somewhere in this thread with r4, or you can get Essential DF mod or Masterwork and replace the raws, and in the case of MW the modded .exe too.

Severedicks

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Re: DFHack 0.34.11 r3
« Reply #5229 on: February 11, 2014, 05:16:42 pm »

Thanks a lot of your information! I'm trying to mod my own build but I've been having trouble getting the most up-to-date tools and patches, your post helped me a lot.
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Bo-Rufus CMVII

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Re: DFHack 0.34.11 r3
« Reply #5230 on: February 14, 2014, 12:10:18 am »

Trying to build on Linux... found various posts that helped me over the configuration and missing libraries, but it bombs on this and I can't figure out the problem.

Code: [Select]
In file included from /home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/LuaApi.cpp:50:0:
/home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/include/modules/MapCache.h:289:57: error: ‘df::tile_designation::Mask’ has not been declared
/home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/include/modules/MapCache.h:292:55: error: ‘df::tile_occupancy::Mask’ has not been declared
/home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/include/modules/MapCache.h:292:10: error: ‘bool MapExtras::Block::getFlagAt(df::coord2d, int)’ cannot be overloaded
/home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/include/modules/MapCache.h:289:10: error: with ‘bool MapExtras::Block::getFlagAt(df::coord2d, int)’
/home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/include/modules/MapCache.h:295:57: error: ‘df::tile_designation::Mask’ has not been declared
/home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/include/modules/MapCache.h:296:55: error: ‘df::tile_occupancy::Mask’ has not been declared
/home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/include/modules/MapCache.h:296:10: error: ‘bool MapExtras::Block::setFlagAt(df::coord2d, int, bool)’ cannot be overloaded
/home/bdbryant/DwarfFortress-mod/df_linux/hack/dfhack/library/include/modules/MapCache.h:295:10: error: with ‘bool MapExtras::Block::setFlagAt(df::coord2d, int, bool)’
make[2]: *** [library/CMakeFiles/dfhack.dir/LuaApi.cpp.o] Error 1
make[1]: *** [library/CMakeFiles/dfhack.dir/all] Error 2
make: *** [all] Error 2

Am I still missing something?

(Oh, BTW, I'm building warmist's fork that adds rendermax.)
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Bo-Rufus CMVII

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Re: DFHack 0.34.11 r3
« Reply #5231 on: February 14, 2014, 12:40:01 am »

Sigh...

As an afterthought I fetched peterix's code, on the chance that warmist's fork has a problem.  It gets further, but still blows up:

Code: [Select]
Scanning dependencies of target eventful
[ 64%] Building CXX object plugins/CMakeFiles/eventful.dir/eventful.cpp.o
/home/bdbryant/DwarfFortress-mod/df_linux/hack-peterix/dfhack/plugins/eventful.cpp: In function ‘void enableEvent(int, int)’:
/home/bdbryant/DwarfFortress-mod/df_linux/hack-peterix/dfhack/plugins/eventful.cpp:232:15: error: ‘runtime_error’ is not a member of ‘std’
make[2]: *** [plugins/CMakeFiles/eventful.dir/eventful.cpp.o] Error 1
make[1]: *** [plugins/CMakeFiles/eventful.dir/all] Error 2
make: *** [all] Error 2

Still not obvious what the problem is.

BTW:
Code: [Select]
cmake .. -DCMAKE_BUILD_TYPE:string=Release -DCMAKE_INSTALL_PREFIX=/home/bdbryant/DwarfFortress-mod/df_linux
-- The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Check for working C compiler: /usr/bin/gcc-4.5
-- Check for working C compiler: /usr/bin/gcc-4.5 -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/g++-4.5
-- Check for working CXX compiler: /usr/bin/g++-4.5 -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Found ZLIB: /usr/lib/x86_64-linux-gnu/libz.so (found version "1.2.3.4")
-- Looking for include files CMAKE_HAVE_PTHREAD_H
-- Looking for include files CMAKE_HAVE_PTHREAD_H - found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE
-- Configuring done
-- Generating done
-- Build files have been written to: /home/bdbryant/DwarfFortress-mod/df_linux/hack-peterix/dfhack/build

Any help will be appreciated.
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Bo-Rufus CMVII

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Re: DFHack 0.34.11 r3
« Reply #5232 on: February 14, 2014, 04:37:45 am »

For the record, I got the peterix version to work with gcc 4.6 by adding #include <stdexcept> to eventful.cpp

Now to see if I can get rendermax compiled in...
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IndigoFenix

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Re: DFHack 0.34.11 r3
« Reply #5233 on: February 14, 2014, 06:40:57 am »

Anyone know how to use eventful.onUnitDeath?

I tried to use this very simple code to test it:

Code: [Select]
local eventful = require 'plugins.eventful'

eventful.enableEvent(eventful.eventType.UNIT_DEATH,5)

eventful.onUnitDeath=function(u)
local unit = u
print('unit died.')
end

But nothing happens.  I also tried putting the eventful.onUnitDeath inside a constantly repeating function, but still no effect.  Does anyone know of a script that uses this function?

Warmist

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Re: DFHack 0.34.11 r3
« Reply #5234 on: February 14, 2014, 07:12:47 am »

Anyone know how to use eventful.onUnitDeath?

I tried to use this very simple code to test it:

Code: [Select]
local eventful = require 'plugins.eventful'

eventful.enableEvent(eventful.eventType.UNIT_DEATH,5)

eventful.onUnitDeath=function(u)
local unit = u
print('unit died.')
end

But nothing happens.  I also tried putting the eventful.onUnitDeath inside a constantly repeating function, but still no effect.  Does anyone know of a script that uses this function?
Try eventful.onUnitDeath.someRandomName=function(u)...
Also it's not a unit, but a unit id (i think).
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