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Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1344078 times)

mkmr

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Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10905 on: April 24, 2013, 01:28:49 am »

Damn my laziness, for the only way I'm going to play this version properly is if I have a usable GUI.

Sorry dude, but I'll still download for support.
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10906 on: April 24, 2013, 02:12:53 am »

Okay, I think I may know what the problem is. I think the Settings thing is searching in the wrong places for all the files.

Raziel_Blaze

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Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10907 on: April 24, 2013, 03:28:09 am »

After looking through the decompiled exe I noticed "LoadAll" doesn't t seem to be called before using the references it set other than "DefaultsButton_Click", "LoadSettingsToolStripMenuItem", and "ReloadParamSetToolStripMenuItem_Click". It also look as if out of those 3 only "LoadSettingsToolStripMenuItem" gets called somewhere within the set of the property.

Maybe it just needs to be called on the forms load. I will try to find the source code and confirm this.

The reason I am thinking this could be the issue is that the error seems to be coming from the refs set within LoadAll.

I have also decompiled the old settings exe and can see LoadAll called in "MainForm_Load" which I cannot find in the new one.
« Last Edit: April 24, 2013, 03:41:08 am by Raziel_Blaze »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10908 on: April 24, 2013, 05:23:22 am »

Settings.exe Hotfix

I was streamlining the Settings as you can see, deleted one entry I needed... it doesnt work atm because it tries to find the files using the file structure of MY pc. The file structure on yours is of course different. It was a quick fix, and here it is. I will re-upload the mod with it in a few minutes.

Let me know if it works now for all of you. It has a 40% smaller filesize and the manual/utilities should be more accessible now.
« Last Edit: April 24, 2013, 06:34:41 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10909 on: April 24, 2013, 05:33:20 am »

New version up including the fixed settings. Sorry for the inconvenience, but since the error only showed up on other PCs I didnt notice it. You can download only the Settings.exe here.


Masterwork DF V.2i:

NOTES: I wanted to write the Guilds/Mage system into this release as well, but the dfhack script does not seem to work yet. Patience is needed. There is also a slight bug concerning autosyndrome, it is what made some buildings deconstruct. I fixed this temporarily by only using fire-safe buildmats in these workshops. If anyone still has buildings that deconstruct, please leave me a PM.

Briess/Locriani was kind enough to make a Masterwork namespace on the wiki. This means the official dwarf fortress wiki now includes a separate section for MDF. I encourage everyone to have a look and see if you can chime in on the creation. I will give more infos about this later next week.

Dwarf mode only got some balancing, Kobolds next to nothing, Orcs a major update, and with AdvFort adventure mode should offer more options now.


Dfhack
 - Added autofixhandedness.rb, allowing custom gloves to be made, done by Kurik Amudnil
 - Added autobutcher with custom UI, done by robert heinrich
 - Added 2 more utility plugins, done by falconne
 - Added 3 modder plugins for custom ammo, events and syndromes, done by Putnam

Readme and more information: Autobutcher and Utility plugins.

Wiki
Official Masterwork Wiki (almost completely empty atm)

GUI
 - Removed meteoric button (because its super rare now)
 - Removed concubine button (dont exist anymore)
 - Added Embassy button, toggles Dwarven Embassy Workshop
 - Added English Dwarves button, switches language files to plain english. Urist McUrist = Dagger McDagger
 - Turning Orc Mode on automatically turns gnomes off, for balancing reasons.
 - Fixed a bug. Switching from Kobold Mode to Orc Mode, without turning Kobolds off,  left stone undiggable.
 - Moved Manual links to the top, added icons.
 - Added a donation link. (paypal)
 - Moved utility buttons

Spoiler: GUI Screenshot (click to show/hide)


Balancing & Bugfixes
 - Fixed deconstructing buildings. YEAH. (no more exploding temples and such)
 - Fixed right-click mouse crash. (dfhack related)
 - Fixed 'e' from unit selection in military screen crash. (dfhack related)
 - Fixed "build slade turret" reagents.
 - Fixed "butcher living rock" reaction.
 - Removed "make boulder from blocks" reaction.
 - Brass Batch 16 making now produces 16 bars, instead of 12.
 - Pig Iron Batch 12 making now needs 12 iron, 6 flux, 6 coal. (50% less coal/flux then the normal reaction)
 - Steel Batch 12 making now needs 6 pig iron, 6 iron, 3 coal and 3 flux. (50% less coal/flux then the normal reaction)
 - The Armory can now upgrade gauntlets to plate gauntlets.
 - Metal Armorsets now need 2 bars more and include 2 gauntlets.
 - Leather Armorsets from the tailor now need 1 leather more and include 2 gloves.
 - Bought crates with armorsets now include gauntlets.
 - Added gem, volcanic and bifrost gauntlets
 - Added clear, green and crystal glass gauntlets
 - Removed "copy blueprint" reaction, it could easily be exploited for high-value tradegoods.
 - Human and Gnome ethics are now equal, to prevent their caravans from fighting each other.
 - Patternwelded Metals, Orichalcum and Deep Bronze can no longer be ordered from caravans.
 - Meteorite is a lot rarer.
 - Removed concubines.
 - Removed iridium. All iridium replaced with Orichalcum.
 - Nerfed bronze statue. No longer lockpicking, no longer webimmune, only spawns in 3rd cavern.
 - Nerfed bifrost edge. Was a typo, one 0 too much.
 - Buffed volcanic. TORSION/SHEAR/BENDING_FRACTURE values were missing one 0.
 - Buffed Wolframs Shear values by a factor of 100.
 - Nerfed mithril. Its a little bit heavier now. 10x candy-weight, welded mithril 3x candy-weight.
 - Padded gloves and padded boots can now be worn under boots/gauntlets. Probably. ^^
 - Added [LEATHER] and [ITEMS_LEATHER] to rigid scaleplate and suede. Is now stockpiled correctly.
 - Armorsets in the Armory now need fuel. 5 coal, 3 less then if done in the forge.
 - Wheelbarrows and Minecarts can now be made of rock.
 - Fixed ironhand/ascii tool file for kobolds. Cauldron/ladles/mortat/pestle from wood were only possible in Phoebus.
 - Fixed "brew pig tail" reaction in brewery. It produces "drink" instead of "dwarven ale".
 - Fixed the spam messages from the lifemancer speed boost spell.
 - Removed any_land from sea serpent, sea monster and water dragon.
 - Nerfed bolts/arrows. Wooden arrows no longer pierce steel armor, and it makes the new ammo types more intersting.
 - Removed all biome tokens from armored animals except horses. No more wild steelclad sauropods. :P
 - Removed oil sand.
 - Fixed Alarm Siren hotkey. Was the same as the colosseum hotkey. Is now ALT_X.
 - Added Embassy Workshop. Hotkey Shift_V.
 - Fixed a typo in the weapon attack description.
 - Fixed superior mace attacks, accidently had the attacks of the legendary version.
 - Added    [CANOPENDOORS] to Gnomes.
 - Changed the buildmats for the magic buildings a little. You need less materials, but one magic item for each.
 - Trade these items (dwarven rune, grimoire of death, tome of life) from caravans, just like before.
 - Changed altar and temples buidmats a bit. You need ceremonial statues for the first, ceremonial totems for the second.
 - Build a shrine, make ceremonial statue. Build an altar, make ceremonial totem. Build a temple.
 - I made this simply to ensure people starting with an altar, then a shrine, then a temple.
 - Fixed netherbark leather. Is now stockpiled correctly and accepted by the military uniform templates.
 - Slightly changed bush tiles and grass color.

Adventure Mode
 - Added claimsite script
 - Ctrl-T starts the advfort script.
 - This means you can build a fortress as an adventurer.
 - You can dig, fell trees, build workshops and run reactions.

More info: See this post in the dfhack thread

Utilities
 - Isoworld updated.



Orc Fortress
 - Updated to 1.28b
 - This is a MASSIVE update.



Kobold Camp
 - Fixed wooden tools not appearing in ascii/ironhand version

New Feature
 - Embassy. Invite caravans, migrants and diplomats or declare wars and challenge megabeasts.


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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

urmane

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10910 on: April 24, 2013, 07:09:51 am »

Have wine and mono set up on linux (Gentoo), but trying to run Settings.exe looks like it throws errors trying to load any file.  The paths look correct in the error popups, with the exception that it uses forward slashes up to the Dwarf Fortress directory (probably just directly copying a string returned from an internal "getpwd()" type call?), and backwards slashes down through subdirs.  Not sure if that's significant, and I don't know enough about how wine/mono is translating directory pathnames to go further.

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urmane

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10911 on: April 24, 2013, 07:11:32 am »

Hey, forgot to ask earlier - a golem showed up with the King last game, but just wandered around aimlessly.  Can they be interacted with at all?  There didn't seem to be anything I could "do" with him ...
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10912 on: April 24, 2013, 07:22:37 am »

Urmane, I still dont know about linux ;)  If the golem is a pet you can wartrain him and pasture him were you want it.

But the other 45 people that downloaded the fix, could one of you please post if it works? I cant really tell from my end, since even the broken version did work on my machine.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Broken

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10913 on: April 24, 2013, 07:54:11 am »

I tested the fix, it works fine.
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In a hole in the ground there lived a dwarf. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a dwarf fortress, and that means magma.
Dwarf fortress: Tales of terror and inevitability

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10914 on: April 24, 2013, 07:55:07 am »

Downloading it now, will let you know.

Undeadlord

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10915 on: April 24, 2013, 08:11:56 am »

Working fine for me too! Thanks for the quick fix Meph.
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10916 on: April 24, 2013, 08:19:19 am »

Seems to be working, but a long term problem: I have to close settings and then open DF, as using the link in settings (to the game OR any utilities) gives an error like so:
(address)
CMD.EXE was started with the above path as the current directory.
UNC paths not supported. Defaulting to Windows directory.
(same address but now extends to the dwarf fortress folder)
CMD does not support UNC paths as current directories.

This is in Windows 7.

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10917 on: April 24, 2013, 08:32:22 am »

Undeadlord: Which Os do you use? Win7 as well?
Broken: Same question, which OS?

Gamerlord: Thats odd. I never heard of that error before and google tells me this:

Quote
“CMD does not support UNC paths as current directories“
The solution is to use pushd instead of cd to change the current directory to a share accessed via a UNC path (e.g.: >pushd \\myserver\myshare).

Which means it has to do with the CMD, the command promt included in windows. And I dont even use cd to change any directories. Maybe this is a local problem on your machine? Could you please send me a screenshot of the error message?

EDIT: I tested on WinXP and Win Vista. Both work for me.
« Last Edit: April 24, 2013, 08:37:49 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10918 on: April 24, 2013, 08:36:48 am »

« Last Edit: April 24, 2013, 08:39:16 am by Gamerlord »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10919 on: April 24, 2013, 08:53:14 am »

Thank you.

My code for the button looks like this:
Code: [Select]
RunFileByBatch("Dwarf Fortress.exe", dfDir)
With dfdir (which is what your PC cant find) being:

Code: [Select]
Module FileWorking
    Function findDFDir()
        Dim search = "Dwarf Fortress*"
        Dim directory = My.Computer.FileSystem.CurrentDirectory() 'Programs current dir
        Dim dirCollection = My.Computer.FileSystem.GetDirectories( _
                            directory, _
                            FileIO.SearchOption.SearchTopLevelOnly, _
                            search) 'Searches directories in current dir
        If dirCollection.Any Then 'if it found one
            Dim dfDir = dirCollection.ElementAt(0) 'return first directory
            'MessageBox.Show(dfDir)
            Return dfDir
        End If
        MessageBox.Show("Cannot find Dwarf Fortress directory")
        MainForm.Close()
        Return ""
    End Function

What surprises me is that your command prompt seems to be unable to find it. Because if my Settings.exe cant fint the dfdir, it will give you a message about it, this one here: MessageBox.Show("Cannot find Dwarf Fortress directory"). But you dont get this, ergo the Settings.exe can find the dfdir. But your cmd cant.

So my answer is: I dont even... and I give up. I dont know enough about coding to approach this. ^^ I hope no one else shows up with that error, because I dont know what might cause it.

EDIT: AHA, I didnt give up and found this: http://support.microsoft.com/kb/156276/en-us It is your machine ^^ It even states what exactly causes it and how to fix it. It is a combination of old cmd.exe and new NET.framework 4.0

Microsoft has confirmed this to be a problem in Windows NT version 4.0. This problem was corrected in the latest Microsoft Windows NT 4.0 U.S. Service Pack.

Do you have the mod on a network drive? That might cause it.
« Last Edit: April 24, 2013, 08:59:05 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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