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Author Topic: DFHack 0.34.11 r3  (Read 1405047 times)

BoogieMan

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Re: DFHack 0.34.11 r3
« Reply #4215 on: July 06, 2013, 04:14:35 pm »

I have a two quick questions.. I downloaded dfhack-0.34.11-r3-Windows.zip.

The scripts in the Hack/scripts/fix.. Are they run automatically? I can't seem to run them by name like the others. And sadly if they are auto run, they don't seem to be helping my FPS as I had hoped.

Also, I see some things like "fast-heat" in the readme, but can see no evidence of their existence in the files anywhere?

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Kurik Amudnil

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Re: DFHack 0.34.11 r3
« Reply #4216 on: July 06, 2013, 04:36:43 pm »

I have a two quick questions.. I downloaded dfhack-0.34.11-r3-Windows.zip.

The scripts in the Hack/scripts/fix.. Are they run automatically? I can't seem to run them by name like the others. And sadly if they are auto run, they don't seem to be helping my FPS as I had hoped.

Also, I see some things like "fast-heat" in the readme, but can see no evidence of their existence in the files anywhere?

Run automatically: no, unless started from dfhack.init

Because they are in the fix sub-directory they need to called with fix/scriptname

fast heat is part of the tweak plugin and is usually run with "tweak fast-heat 500" in dfhack.init

if you don't have dfhack.init (in the dwarf fortress directory), copy or rename dfhack.init-example
« Last Edit: July 06, 2013, 04:39:37 pm by Kurik Amudnil »
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zenos14

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Re: DFHack 0.34.11 r3
« Reply #4217 on: July 06, 2013, 05:56:17 pm »

I'm trying to use tiletypes to make a small underground river in my fortress and I'm trying to use aquifers as a end/beginning for the river but the tiletypes aqua command doesn't seem to do anything other than make the stone damp. Is there anyway to create aquifers with tiletypes?
I tried looking but couldn't find much at all about tiletypes
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Brilliand

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Re: DFHack 0.34.11 r3
« Reply #4218 on: July 06, 2013, 07:02:34 pm »

I'm trying to use tiletypes to make a small underground river in my fortress and I'm trying to use aquifers as a end/beginning for the river but the tiletypes aqua command doesn't seem to do anything other than make the stone damp. Is there anyway to create aquifers with tiletypes?
I tried looking but couldn't find much at all about tiletypes

Well, with liquids, you can make a water source.  You might even be able to put the water source inside the aquifer stone you created with tiletypes.
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zenos14

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Re: DFHack 0.34.11 r3
« Reply #4219 on: July 06, 2013, 07:44:03 pm »

I'm trying to use tiletypes to make a small underground river in my fortress and I'm trying to use aquifers as a end/beginning for the river but the tiletypes aqua command doesn't seem to do anything other than make the stone damp. Is there anyway to create aquifers with tiletypes?
I tried looking but couldn't find much at all about tiletypes

Well, with liquids, you can make a water source.  You might even be able to put the water source inside the aquifer stone you created with tiletypes.

Will the water source absorb water like an aquifer?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4220 on: July 06, 2013, 08:18:09 pm »

Running this code:

Code: [Select]
plug=require"plugins.dfusion.friendship"
plug.Friendship:install{"DWARF","DWARF","HUMAN","ELF","GOBLIN"}

Gets me this error:

Code: [Select]
C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:146: loadObjectFile: C++ exception:
Error opening file!
stack traceback:
        [C]: in function 'loadObjectFile'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:146: in function 'load'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:125: in function 'fun'
        C:\DFTerm\Hack\hack\lua\class.lua:98: in function 'invoke_after_rec'
        C:\DFTerm\Hack\hack\lua\class.lua:94: in function 'invoke_after_rec'
        C:\DFTerm\Hack\hack\lua\class.lua:129: in function 'FriendshipRainbow'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion\friendship.lua:120: in main chun
k
        [C]: in function 'require'
        C:\DFTerm\Hack\hack\scripts/friendship.lua:1: in main chunk
        (...tail calls...)
[/color]

Warmist

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Re: DFHack 0.34.11 r3
« Reply #4221 on: July 07, 2013, 12:40:42 am »

Running this code:

Code: [Select]
plug=require"plugins.dfusion.friendship"
plug.Friendship:install{"DWARF","DWARF","HUMAN","ELF","GOBLIN"}

Gets me this error:

Code: [Select]
C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:146: loadObjectFile: C++ exception:
Error opening file!
stack traceback:
        [C]: in function 'loadObjectFile'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:146: in function 'load'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:125: in function 'fun'
        C:\DFTerm\Hack\hack\lua\class.lua:98: in function 'invoke_after_rec'
        C:\DFTerm\Hack\hack\lua\class.lua:94: in function 'invoke_after_rec'
        C:\DFTerm\Hack\hack\lua\class.lua:129: in function 'FriendshipRainbow'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion\friendship.lua:120: in main chun
k
        [C]: in function 'require'
        C:\DFTerm\Hack\hack\scripts/friendship.lua:1: in main chunk
        (...tail calls...)
[/color]
check if there is a file hack\lua\plugins\dfusion\friendship.o

Brilliand

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Re: DFHack 0.34.11 r3
« Reply #4222 on: July 07, 2013, 01:07:27 am »

I'm trying to use tiletypes to make a small underground river in my fortress and I'm trying to use aquifers as a end/beginning for the river but the tiletypes aqua command doesn't seem to do anything other than make the stone damp. Is there anyway to create aquifers with tiletypes?
I tried looking but couldn't find much at all about tiletypes

Well, with liquids, you can make a water source.  You might even be able to put the water source inside the aquifer stone you created with tiletypes.

Will the water source absorb water like an aquifer?

Normally, no, but I suggest checking; it could be different when an aquifer stone is present.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4223 on: July 07, 2013, 01:26:59 am »

Running this code:

Code: [Select]
plug=require"plugins.dfusion.friendship"
plug.Friendship:install{"DWARF","DWARF","HUMAN","ELF","GOBLIN"}

Gets me this error:

Code: [Select]
C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:146: loadObjectFile: C++ exception:
Error opening file!
stack traceback:
        [C]: in function 'loadObjectFile'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:146: in function 'load'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:125: in function 'fun'
        C:\DFTerm\Hack\hack\lua\class.lua:98: in function 'invoke_after_rec'
        C:\DFTerm\Hack\hack\lua\class.lua:94: in function 'invoke_after_rec'
        C:\DFTerm\Hack\hack\lua\class.lua:129: in function 'FriendshipRainbow'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion\friendship.lua:120: in main chun
k
        [C]: in function 'require'
        C:\DFTerm\Hack\hack\scripts/friendship.lua:1: in main chunk
        (...tail calls...)
[/color]
check if there is a file hack\lua\plugins\dfusion\friendship.o

I can tell you right now there isn't.

zenos14

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Re: DFHack 0.34.11 r3
« Reply #4224 on: July 07, 2013, 02:58:21 am »

I'm trying to use tiletypes to make a small underground river in my fortress and I'm trying to use aquifers as a end/beginning for the river but the tiletypes aqua command doesn't seem to do anything other than make the stone damp. Is there anyway to create aquifers with tiletypes?
I tried looking but couldn't find much at all about tiletypes

Well, with liquids, you can make a water source.  You might even be able to put the water source inside the aquifer stone you created with tiletypes.

Will the water source absorb water like an aquifer?

Normally, no, but I suggest checking; it could be different when an aquifer stone is present.

It doesn't work, oh well time to make a plan b
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fricy

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Re: DFHack 0.34.11 r3
« Reply #4225 on: July 08, 2013, 09:37:04 am »

Quick question, maybe someone can point me in the right direction:

There's a watch-minecarts lua script in the "scripts/devel/" folder. I tested it with dfhack r3 with the LNP pack, it works. But when I try to run it in Masterwork DF (same dfhack version) I get the following error message: http://imgbox.com/adqrJB4w

My testing forts were made in MW, so it would be nice if I could run it without building a new one in vanilla. Any idea how to make it work?

EDIT: Another problem I ran into:
I managed to edit the script to output into a .csv file, now I'm trying to macro it with a step command, so I can advance the time with one tick, run the script, repeat.
Code: [Select]
minecart_watcher
D_ONESTEP
End of group
CUSTOM_SHIFT_W
End of group
End of macro


Dfhack properly catches the input when recording, but won't run the script upon playback. I guess it means dfhack is not compatible with macro commands. Any way around it?
« Last Edit: July 08, 2013, 02:39:52 pm by fricy »
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CaptainArchmage

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Re: DFHack 0.34.11 r3
« Reply #4226 on: July 08, 2013, 06:22:01 pm »

Where did you get that original?  I got mine from quietust's branch of DFHack:

https://github.com/quietust/dfhack-23a/blob/master/plugins/cleanconst.cpp

Take a closer look at that URL - that's dfhack-23a, a special fork of DFHack that's designed to work with the old 2D version of DF (namely, version 0.23.130.23a).

The version of cleanconst.cpp in there is actually non-functional because constructions didn't exist in that version (and it's excluded from compilation) - it's only there because dfhack-23a merges all commits from dfhack-40d (for version 0.28.181.40d, which itself merges commits from the current version of DFHack), where material info is referred to as material/matgloss (rather than mat_type/mat_index as it came to be called in 0.31 and later). And in case you're wondering, the cleanconst command does work in 40d - I successfully ran it on Flarechannel, but it didn't have any noticeable effect on framerate.

I suspect there is something other than item count that reduces the framerate. When a large amounts of the map get dug out (it usually does in older fortresses), the framerate falls significantly. In fact, this may be the bigger contributor, rather than items.
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Rose

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Re: DFHack 0.34.11 r3
« Reply #4227 on: July 08, 2013, 06:26:09 pm »

Large open areas equals more path-finding calculations.
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CaptainArchmage

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Re: DFHack 0.34.11 r3
« Reply #4228 on: July 08, 2013, 06:31:15 pm »

Large open areas equals more path-finding calculations.

I mean that even when they are sealed off and uninhabited, so no pathfinding can be happening there, the FPS is reduced.
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Brilliand

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Re: DFHack 0.34.11 r3
« Reply #4229 on: July 08, 2013, 07:58:25 pm »

Temperature calculations, especially with moving air?  Also, if there are items sealed off but not forbidden, they can cause the area that is accessible to be searched more often.
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.
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