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Author Topic: DFHack 0.43.03-r1  (Read 1120178 times)

Billy Jack

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Re: DFHack 0.40.16-r1
« Reply #1515 on: November 23, 2014, 01:36:09 pm »

The problem mentioned is that changeitem can't locate items, not that it can't modify them.
The root of the problem is that you can't specify what craft / instrument / toy to create. A hack should not be needed to do so.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

smeeprocket

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Re: DFHack 0.40.16-r1
« Reply #1516 on: November 23, 2014, 03:27:49 pm »

The problem mentioned is that changeitem can't locate items, not that it can't modify them.
The root of the problem is that you can't specify what craft / instrument / toy to create. A hack should not be needed to do so.

Oh that would be wonderful, I had this obnoxious baroness that kept requesting piccolos and bracelets.
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Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

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"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Rumrusher

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Re: DFHack 0.40.16-r1
« Reply #1517 on: November 23, 2014, 06:04:34 pm »

May I suggest some sort of escape key from the enhanced view of the stocks screen, or a way to keep it from automatically putting input into the search space? It, by default, locks key commands into the search bar, ignoring shift/ctrl keystrokes, etc. I'm assuming you escape the menu by pushing the leavescreen button, but since I've bound mine to space instead of esc (a habit formed of 40d), I was unable to leave the page and lost a season's worth of game progress, being forced to kill DF with no way to save.

I know it's an improbable way to run into problems with DFhack, but I might not be the only person to have re-bound the leavescreen key.
being the same type to do that, I just bound both Space and Esc to the same leave screen/leave all screens function, wonder if quicksave still functions in different screens and save you a season worth of game progress?
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rmblr

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Re: DFHack 0.40.16-r1
« Reply #1518 on: November 24, 2014, 09:33:46 am »

I'd love to delve into disassembling DF and do some memory mapping.  Helping with dfhack and TWBT memory address fixing on updates is one reason, but also I'd like to see more about what is going on under the hood exactly.

I'm a coder and I've written plenty of asm before, but never dabbled with disassembly.  I can't seem to find a README or BUILDING or any sort of docs on decompiling DF into a readable state.

Using df-structures and df_misc, I've been able to get metasm running (see screenshot below), but I'm not sure what to do next.

Spoiler: metasm screenshot (click to show/hide)

There is undoubtedly a whole bunch of knowledge about DF's internals floating around here in the form of _Q, angavrilov, jjyg, mifki, et. al., and I'd like to extract some of that.

Anyone care to write a simple primer on the subject? I don't need my hand held the whole way through, just a good shove in the right direction.

---
An example of two tasks I wanted to learn how to accomplish.

1. Find the p_display memory address for TWBT

Quote
// Original code will check screentexpos et al. for changes but we don't want that
// because map is not rendered this way now. But we can't completely disable graphics
// because it's used on status screen to show professions at least.
// To find this address, look for a function with two SDL_GetTicks calls inside,
// there will be two calls with the same argument right before an increment between

How do I get libs/Dwarf_Fortress decompiled to work start grepping through the asm for that case?

2. Stockpile Settings UI lists - example: Furniture -> Metal and Stone material sub-lists

I want to be able to see which flags (IS_METAL, etc) DF is using to filter inorganics to generate these lists. So the question becomes:

How do I get libs/Dwarf_Fortress decompiled? (same as previous). How do I use the associated df_misc, and df-structure utils to help narrow down the section of code where the stockpile setting ui is?

edit: I'm looking for Linux specific advice here, not Windows.
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expwnent

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Re: DFHack 0.40.16-r1
« Reply #1519 on: November 24, 2014, 07:08:34 pm »

I don't really know but you might try the irc channel.

I'm sorry, but DFHack still seems to crash when item-trigger is used like this: modtools/item-trigger -itemType ITEM_SHOES_PIPBUCK -onEquip -command [ modtools/add-syndrome -syndrome "PipBuck" -target \\UNIT_ID ]

If you wish, here is a crash dump.
When does it crash? Immediately after calling it or when they equip it or unequip it? Arena or fort mode?
Immediately  after unpausing in Fortress Mode.
Not wanting to sound impatient, but is there any progress on this bug?

It's more or less at the top of my list for when I get to DFHack stuff.
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Tasurinchi

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Re: DFHack 0.40.16-r1
« Reply #1520 on: November 27, 2014, 12:22:15 pm »

Is siege-engine meant to be working properly? The aiming screen appears to me horribly bugged, and upon withdrawal, it bugs out causing all sort of graphic oddities. Stockpile function works, thought you have to find blindly were the stock is.
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lethosor

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Re: DFHack 0.40.16-r1
« Reply #1521 on: November 27, 2014, 12:46:18 pm »

Are you using TwbT? If so, try disabling it.
« Last Edit: November 27, 2014, 12:56:34 pm by lethosor »
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Tasurinchi

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Re: DFHack 0.40.16-r1
« Reply #1522 on: November 27, 2014, 07:03:15 pm »

Are you using TwbT? If so, try disabling it.
Indeed! Thank you. I didn't knew the plugin allowed for "mortar" like shots with the catapults, nice. Edit: no, it doesn't, lol.
« Last Edit: November 27, 2014, 07:07:03 pm by Tasurinchi »
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than402

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Re: DFHack 0.40.16-r1
« Reply #1523 on: November 28, 2014, 12:22:15 pm »

hey, is spawn-unit up to date?
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expwnent

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Re: DFHack 0.40.16-r1
« Reply #1524 on: November 28, 2014, 01:01:41 pm »

Almost. It will be updated soon.
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Rumrusher

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Re: DFHack 0.40.16-r1
« Reply #1525 on: November 28, 2014, 05:26:22 pm »

hey, is spawn-unit up to date?
spawn.lua works though... so that could be used as a substitute until spawn-unit gets patch up correctly.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

than402

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Re: DFHack 0.40.16-r1
« Reply #1526 on: November 28, 2014, 05:29:57 pm »

so, can i use it in an inorganic? to spawn a unit through a reaction?
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Putnam

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Re: DFHack 0.40.16-r1
« Reply #1527 on: November 28, 2014, 05:34:28 pm »

You want modtools/reaction-trigger for that.

than402

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Re: DFHack 0.40.16-r1
« Reply #1528 on: November 28, 2014, 05:38:04 pm »

You want modtools/reaction-trigger for that.

i don't know much about the inner works of dfhack. i mostly copy and adjust frequently used reactions. what do you mean?
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Putnam

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Re: DFHack 0.40.16-r1
« Reply #1529 on: November 28, 2014, 05:41:15 pm »

type "modtools/reaction-trigger -help" into the DFHack console. This is how you make reactions activate DFHack stuff.
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