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Author Topic: DFHack 0.34.11 r3  (Read 1407918 times)

Grax

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Re: DFHack 0.31.25 r8 (current)
« Reply #345 on: December 15, 2011, 06:12:46 am »

No one's wearing any of the new clothing, it's a literal nudist colony now. :(

Any ideas?
Save your fort, wait for the full graphic release in 2055, load. PROFIT!
Be careful what you wish for. You might get a fort full of ugly.
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lopocozo

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Re: DFHack 0.31.25 r8 (current)
« Reply #346 on: December 15, 2011, 05:20:36 pm »

How does df2minecraft even WORK? how can I play my beautiful fortress?
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peterix

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Re: DFHack 0.31.25 r8 (current)
« Reply #347 on: December 15, 2011, 07:31:34 pm »

This patch modifies the skeleton plugin and some core stuff to make the screen scrollable via middle mouse drag, but it's just to test the propagation of SDL::Event to the plugins.
It works but I don't know if it is the proper way to propagate the events.

@peterix
I would really appreciate it if you reviewed that propagation code as I still learning C/CPP and there might be some problems.

CODE

PS: Is a patch the best way to share this without forking your rep?
Alright. I'll look at it. Got some free time :)

How does df2minecraft even WORK? how can I play my beautiful fortress?
It creates a folder (Usuall named 'World #', where # is a number) in your DF folder that has to be copied into the minecraft saves folder.

Rumrusher

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Re: DFHack 0.31.25 r8 (current)
« Reply #348 on: December 16, 2011, 12:08:28 am »

okay I somehow in my research made insensitive citizens that will dismantle someone's workshop for their material while someone's working in the middle of it.
I think I know why one of my functions seem to remove the building item safety flag on all items causing them free to be taken apart with out orders.
« Last Edit: December 16, 2011, 02:35:43 am by Rumrusher »
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Lothiack Drake

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Re: DFHack 0.31.25 r8 (current)
« Reply #349 on: December 16, 2011, 08:51:53 am »

Alright. I'll look at it. Got some free time :)

I just debugged that crash and it happens in the graphics example that writes the version to the side of the screen.

Code: [Select]
bool Graphic::Unregister(DFTileSurface* (*func)(int,int))
{
if ( d->funcs.empty() ) return false;

vector<DFTileSurface* (*)(int,int)>::iterator it = d->funcs.begin();
while ( it != d->funcs.end() )
{
if ( *it == func )
{
d->funcs.erase(it);
return true;
}
it++;
}

return false;
}
Seems like "d" points nowhere.

And there is a bunch of stuff named Private, everywhere. Why did you name them like that?
« Last Edit: December 16, 2011, 06:35:21 pm by Lothiack Drake »
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Rose

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Re: DFHack 0.31.25 r8 (current)
« Reply #350 on: December 16, 2011, 08:55:53 am »

Yeah, it is. It's a known bug. At least known to me. dunno if peterix knows what's up.
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Grax

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Re: DFHack 0.31.25 r8 (current)
« Reply #351 on: December 16, 2011, 09:03:02 am »

I'm pretty sure there is something wrong because the game crashes when closed. It might be trying to process events while it's quitting.
The same happens when you have too much saved games. (More than 40-50 for me)
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Lothiack Drake

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Re: DFHack 0.31.25 r8 (current)
« Reply #352 on: December 16, 2011, 06:38:38 pm »

The same happens when you have too much saved games. (More than 40-50 for me)

I think you missed the point there. It's not a regular DF bug we're talking about.  ;)
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Lamphare

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Re: DFHack 0.31.25 r8 (current)
« Reply #353 on: December 19, 2011, 04:41:57 pm »

I let the command line window print all  plug commands
and then I typed in "prospector", with returning message saying it's not a recognised command
It got me thinking, and suddenly I realised it was said in the top post as example, I should be using "prospect" instead of "prospector".

What a big confusion.
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globofglob

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Re: DFHack 0.31.25 r8 (current)
« Reply #354 on: December 19, 2011, 06:39:01 pm »

Got this error when trying to use this with another mod, forlorn realms specifically.

FirstCall()
Initized HOOKS!
Identifying DF version.
Loading hack\Memory.xml ... failed!
Error while reading Memory.xml:
error 2: Failed to open file, at row 0 col 0
DFHack will now deactivate.

does this happen because i'm using a mod instead of base dwarf fortress? if so, is there a way I can alter it to make it work?
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danaris

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Re: DFHack 0.31.25 r8 (current)
« Reply #355 on: December 19, 2011, 07:10:12 pm »

Got this error when trying to use this with another mod, forlorn realms specifically.

FirstCall()
Initized HOOKS!
Identifying DF version.
Loading hack\Memory.xml ... failed!
Error while reading Memory.xml:
error 2: Failed to open file, at row 0 col 0
DFHack will now deactivate.

does this happen because i'm using a mod instead of base dwarf fortress? if so, is there a way I can alter it to make it work?

That sounds an awful lot like your Memory.xml file is either missing, corrupted, or unreadable.
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Lothiack Drake

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Re: DFHack 0.31.25 r8 (current)
« Reply #356 on: December 19, 2011, 08:05:31 pm »

Got this error when trying to use this with another mod, forlorn realms specifically.

FirstCall()
Initized HOOKS!
Identifying DF version.
Loading hack\Memory.xml ... failed!
Error while reading Memory.xml:
error 2: Failed to open file, at row 0 col 0
DFHack will now deactivate.

does this happen because i'm using a mod instead of base dwarf fortress? if so, is there a way I can alter it to make it work?

Your 'memory.xml' file should be in the hack directory, inside DF main directory: "C:\DF\hack\memory.xml"
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Samaliel

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Re: DFHack 0.31.25 r8 (current)
« Reply #357 on: December 23, 2011, 02:20:28 pm »

Okay, regarding the DF to Minecraft thing with non-square embarks, here's some info. Hopefully, it will help you solve this bug.

First of all, here's what the map is supposed to look like. Notice the obsidian pillars, pointing towards the entrance of the Fort.

Running df2minecraft while the DF cursor is in between those three pillars. I creates the save, but tells me there is no space for spawning where the DF cursor is.

I copy the MC save into the appropriate folder and start Minecraft. Conversion is okay, but spawn is in the middle of Nothing. There's not even magma down there. I fall, but do not die upon impact. But death comes soon enough.

Respawn: time to look for them pillars. I find them, but something's wrong. They're not on the same level. One of them is even on a slope. According to my map, the front door is 7 tiles away from the northern pillar: 21 Minecraft blocks. I dig a trench in the dirt, so I can count the blocks. 21 blocks further: no entrance, nothing. I found the other obsidian pillars in apparently correct relative positions, but can't find the entrance to my fort.
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Caldfir

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Re: DFHack 0.31.25 r8 (current)
« Reply #358 on: December 23, 2011, 03:51:04 pm »

Hey, I'm noticing some oddness in Memory.xml. 

The first thing is that profession#59 is "TRADER" but skill#59 is "Wound Dressing".  Is this an error in the file, or something strange with DF itself?

The second thing is that all but a few of the professions are listed in all caps.  Again, is this to deal with some DF eccentricities, or just an oversight with regard to the format of the text?

Spoiler (click to show/hide)
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Quietust

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Re: DFHack 0.31.25 r8 (current)
« Reply #359 on: December 23, 2011, 04:48:22 pm »

Skills and professions are not the same thing - skills are what you use when doing jobs, while professions are what you get from having certain skills (and there are several category professions such as "Stoneworker", "Engineer", "Metalworker", etc.), so it's perfectly normal for them to not match up. You'll also notice that while there are 116 skills, there are only 106 professions.

As for the professions that aren't in all-caps, that's just an error in the XML. The actual names in there are completely arbitrary - they just happen to match the token values used in the raws.
« Last Edit: December 23, 2011, 04:50:14 pm by Quietust »
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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