Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11 ... 17

Author Topic: UPDATE - V.5.07 - GRAPHICS FOR EVERYONE (Also: Inorganic Cleanup)  (Read 38505 times)

SharpKris

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #120 on: June 07, 2014, 01:36:04 pm »

@sharpkris, are you using 5.03? if yes, change to 5.04, or 5.05
i'm using the 5.05 i'm certain
Do they have wagons, or did they arrive without?

think they arrived with unicorns so i assumed they were the "wagon".
guess they came without a wagon which explains it though it's still strange
Logged

omniclasm

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #121 on: June 07, 2014, 06:56:32 pm »

The itemsyndrome script seems not to work, unless I'm doing something horribly wrong.

Runerobes, no syndrome. I remember they used to awhile back.

Rocket boots, no syndrome.

Wraithblades, no syndrome (guessing that's what adds the new spells)
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #122 on: June 07, 2014, 06:59:54 pm »

I know. I wrote Putnam three times over the last 4 months, he just says that its working, while its not.  ::)

The weapon poisons etc still work, they use SPATTER_ADD, but itemsyndrome I couldnt get to work since a long time.
Logged
::: ☼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 :::

omniclasm

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #123 on: June 07, 2014, 07:10:21 pm »

Hmm, I'll do some poking around, no promises, though.
Logged

palu

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #124 on: June 07, 2014, 07:12:29 pm »

I know this is a stupid question, but autosyndrome is enabled in the init, right?
« Last Edit: June 07, 2014, 08:01:18 pm by palu »
Logged
Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

isansom

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #125 on: June 07, 2014, 07:13:55 pm »

Not sure if this is the right place for a bug report... But decoration sockets cause me to CTD  :(

Clean install I believe. Crashes when someone tries to construct one.

Using the masterwork - ironhand tileset

Otherwise, awesome stuff!!

Btw, is it possible to tidy up the stockpile system such that the new masterwork bits fit in nicer? Totally understand if it's just an imperfect world and all, but it's one of my greatest difficulties, trying to get everything in it's place!
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #126 on: June 07, 2014, 07:17:39 pm »

Not sure if this is the right place for a bug report... But decoration sockets cause me to CTD  :(

Clean install I believe. Crashes when someone tries to construct one.

Using the masterwork - ironhand tileset

Otherwise, awesome stuff!!

Btw, is it possible to tidy up the stockpile system such that the new masterwork bits fit in nicer? Totally understand if it's just an imperfect world and all, but it's one of my greatest difficulties, trying to get everything in it's place!
I hadnt had a clear look at the stockpiles yet, but I just sorted the items... so probably no.

Could you upload the save please? I am always eager to get my hands on reproduceable crashes. Because more often than not, if I can reproduce them, I can fix them.
Logged
::: ☼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 :::

omniclasm

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #127 on: June 07, 2014, 08:14:07 pm »

Well, part of the problem seems to be...

Code: [Select]
dfhack.onStateChange.itemsyndrome=function(code)
    if code==SC_WORLD_LOADED then
        itemSyndromeMatIDs = findItemSyndromeInorganic()
        if itemSyndromeMatIDs then itemSyndromeMats = getAllItemSyndromeMats(itemSyndromeMatIDs) end
    end
end

I don't know the Dfhack codes, but if I change that to 1==1, it actually loads the inorganic syndromes, otherwise the function to load them is never called. Doesn't seem to entirely fix it, but at least it gets further into the process.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #128 on: June 07, 2014, 08:25:41 pm »

Best to ask Putnam.
Logged
::: ☼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 :::

omniclasm

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #129 on: June 07, 2014, 09:40:02 pm »

So, I have a version of the itemsyndrome script that seems to work pretty well.

And not to brag, but I think it works better than it used to. It actually removes the syndrome when the item is removed now, that part used to be pretty buggy when the rest of it worked.

Some old syndrome raws will need updated, but they wouldn't have worked with the old code anyway, and my kid is more lenient on it.
« Last Edit: June 07, 2014, 09:49:32 pm by omniclasm »
Logged

omniclasm

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #130 on: June 07, 2014, 10:33:49 pm »

Also updated the Orc Fort raws to actually work.

Is Orc fort essentially orphaned? Kind of wanting to polish it a bit. Move spell learning away from boiling boulders, etc, and I love Boltgun's LUA_HOOK system.
« Last Edit: June 07, 2014, 11:20:35 pm by omniclasm »
Logged

omniclasm

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #131 on: June 08, 2014, 01:56:46 am »

And I've written the code to learn spells without boiling boulders.

Should I just zip it and post it as a third party patch?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #132 on: June 08, 2014, 04:46:50 am »

Best to send me a PM with everything and we can discuss incorporating the fixes. :)
Logged
::: ☼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 :::

mglarev

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #133 on: June 08, 2014, 08:13:01 am »

Bug Report - version 5.03

Generated a world with the "Geomagic" settings. Embark as dwards.

* Expected plump helmets on embark. Dwarven civilization do not have plump helmets available. There are some plump helmets in the first cavern layer, though. Generated the world a second time. Same result.
* The dwarfen trade caravan has no goods with it, not even in consecutive visits.
* Played some years. I could have sworn, that the drow did show up on embark, as did the humans and elves. They are not on the civilizations screen, though, and don't send traders.

Will update to 5.05, and test again.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.05 - Decoration Cleanup, Warlock Skeleton Fix, DFMON
« Reply #134 on: June 08, 2014, 08:24:17 am »

Bug Report - version 5.03

Generated a world with the "Geomagic" settings. Embark as dwards.

* Expected plump helmets on embark. Dwarven civilization do not have plump helmets available. There are some plump helmets in the first cavern layer, though. Generated the world a second time. Same result.
* The dwarfen trade caravan has no goods with it, not even in consecutive visits.
* Played some years. I could have sworn, that the drow did show up on embark, as did the humans and elves. They are not on the civilizations screen, though, and don't send traders.

Will update to 5.05, and test again.
1. no bug.
2. fixed in 5.05.
3. I havent changed drow in any way. your wealth is simply too low.
Logged
::: ☼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 :::
Pages: 1 ... 7 8 [9] 10 11 ... 17