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Author Topic: DFHack 0.43.03-r1  (Read 1111333 times)

Uzu Bash

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Re: DFHack 0.40.24-r5
« Reply #3630 on: January 15, 2016, 04:49:04 pm »

How do you disable the pre-release notice? It often interrupts loading processes that normally don't require user maintenance.
Just delete everything in the pre-release warning lua file and save it like that.
Would you know the name of that file?

EDIT: Nm, did a text search through files and found it in gui/
« Last Edit: January 15, 2016, 04:56:18 pm by Uzu Bash »
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scamtank

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Re: DFHack 0.40.24-r5
« Reply #3631 on: January 15, 2016, 04:51:21 pm »

If it's a .lua (it be) and it fucks with the UI (it do), /hack/plugins/scripts/GUI is the best place to check first.
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lethosor

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Re: DFHack 0.40.24-r5
« Reply #3632 on: January 15, 2016, 07:49:28 pm »

(hack/scripts/gui, actually - there's no plugins/scripts folder.)
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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.

Putnam

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Re: DFHack 0.40.24-r5
« Reply #3633 on: January 16, 2016, 12:28:05 am »

huh, there's nothing i can do with generated music for now is there

Max™

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Re: DFHack 0.40.24-r5
« Reply #3634 on: January 16, 2016, 01:55:27 am »

huh, there's nothing i can do with generated music for now is there
Not terribly much, I dug into them some but it's much like dances, without a full mapping of all the structures in there and what they do it's really hit and miss and I have no clue how the numbers and stuff translate directly into what happens in game consistently.
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expwnent

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Re: DFHack 0.40.24-r5
« Reply #3635 on: January 16, 2016, 12:12:01 pm »

I've been 99% unavailable for the last several months and that will continue for another week. At that point depending on a real life undecided factor I'll either be a little more active or a lot more active. If there have been any problems with add-syndrome, scripts in modtools, event manager, or the create-unit script I've done my best to make a note of them but I may have missed a few.

The good news is I'll be a lot more active, the bad news is it will probably be closer to February.
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Putnam

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Re: DFHack 0.40.24-r5
« Reply #3636 on: January 16, 2016, 08:59:42 pm »

EDIT: wait what

my adventurer's skill count mismatched with the visual in-game, so I was making some assumptions based on that, but when the game crashed as I tried to edit an unknown value (something I 100% expected but had to try anyway) and I reopened it the skill count now matches up with the in-game display

EDIT 2: Nope, still mismatches. Weird weird weird. I doubt "The Great Standard" is being stored in the standard skills vector, so unit_soul.unk_v42_1 is probably new unit skills. My unit only has one, a poetic form called The Great Standard, one notch in the skill, unk_v42_1 was 100110011010110010011100111000 last time I saw it but now it's 100101001000011101000100000000, that's probably not that weird.

EDIT 3: unk_v42_1 is almost surely poetic etc. skills, I just practiced in the grand standard again and it changed from 0x2521D100 to 0x31B3DE88.

EDIT 4: lol i was dumb and forgot the obvious thing to do, just tested by sleeping for 8 hours and it changed even though i didn't practice anything; that could be explainable by skill rust, but that assumes that skills was a good, well-established hypothesis in the first place, which it sorta wasn't
« Last Edit: January 16, 2016, 10:07:10 pm by Putnam »
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Just Some Guy

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Re: DFHack 0.40.24-r5
« Reply #3637 on: January 16, 2016, 10:19:44 pm »

I've decided to resume work on an abandoned mod dependent on Putnam's scripts.

Do the work like they used to, with the RAWS and all?

Putnam

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Re: DFHack 0.40.24-r5
« Reply #3638 on: January 16, 2016, 10:21:00 pm »

Most of them have been superseded by scripts included with DFHack and no longer use raws, instead using init registration.

Max™

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Re: DFHack 0.40.24-r5
« Reply #3639 on: January 17, 2016, 01:00:08 am »

EDIT: wait what

my adventurer's skill count mismatched with the visual in-game, so I was making some assumptions based on that, but when the game crashed as I tried to edit an unknown value (something I 100% expected but had to try anyway) and I reopened it the skill count now matches up with the in-game display

EDIT 2: Nope, still mismatches. Weird weird weird. I doubt "The Great Standard" is being stored in the standard skills vector, so unit_soul.unk_v42_1 is probably new unit skills. My unit only has one, a poetic form called The Great Standard, one notch in the skill, unk_v42_1 was 100110011010110010011100111000 last time I saw it but now it's 100101001000011101000100000000, that's probably not that weird.

EDIT 3: unk_v42_1 is almost surely poetic etc. skills, I just practiced in the grand standard again and it changed from 0x2521D100 to 0x31B3DE88.

EDIT 4: lol i was dumb and forgot the obvious thing to do, just tested by sleeping for 8 hours and it changed even though i didn't practice anything; that could be explainable by skill rust, but that assumes that skills was a good, well-established hypothesis in the first place, which it sorta wasn't
Noticed how that and current_soul.personality.unk_v4201_2 are almost identical?

They always seem to differ by a hundred or so in gm-editor, always negative too.
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Putnam

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Re: DFHack 0.40.24-r5
« Reply #3640 on: January 17, 2016, 01:09:54 am »

Here's the proper research from sv-esk

Looking at that, it should be trivial to put in some funnily-named instrument and use that as an arbitrary skill for DFHack purposes. Unfortunately, you almost definitely can't use that for reactions. If you could, you could skip DFHack entirely.

Max™

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Re: DFHack 0.40.24-r5
« Reply #3641 on: January 17, 2016, 01:39:27 am »

Hmmm, so why does it change whether you do anything with music or not?

When I posted my comment earlier the values were like
current_soul.unk_v42_1: -5xx,xxx,xxx
current_soul.personality.unk_v4201_2: -5xx,xxx,xxx +104

Now they are

current_soul.unk_v42_1: -927962048
current_soul.personality.unk_v4201_2: -713759800

Just from an 8 hour sleep.

Walking a couple steps in travel mode:

current_soul.unk_v42_1: -992763144
current_soul.personality.unk_v4201_2: -365862712

Wtf? They were a hundred apart several times when I checked after traveling around and now one is going up slowly and the other down super fast? I know gm-editor is interpreting from the binary/hex into an int but that is just weird.

If unk_v42_1 is the instruments stuff, what is unk_v4201_2 and why are they sometimes so close?

I'd pull it up in edb and poke at it but KDE5 is still buggy and seems to no likey edb by itself, much less trying to open df or anything else in it.


Couple more steps in travel mode:

v42_1: -341361224
v4201_2: -341561752

Couple more steps and they're back close to each other?

v42_1: -481752872
v4201_2: -481752976

Longer trip around a keep and back over near where I took my nap:

v42_1: -925012536
v4201_2: -925012640

I'm pretty sure they'll stay offset by 104 until I sleep again.

Or not... another decent length walk around the roads by the keep:

v42_1: -807170240
v4201_2: -1072832808

???

That is weird as hell but I get the feeling there is something interesting going on there.
« Last Edit: January 17, 2016, 01:49:50 am by Max™ »
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Putnam

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Re: DFHack 0.40.24-r5
« Reply #3642 on: January 17, 2016, 02:01:22 am »

It's probably silliness with memory getting shuffled around and garbage data being read into the int-that-shouldn't-be.

Max™

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Re: DFHack 0.40.24-r5
« Reply #3643 on: January 17, 2016, 02:06:26 am »

Yeah, it seems like it gets cycled, v42_1 a little higher, v4201_2 way lower, v4201_2 a little higher, almost equal for a little while, then it looks like a rollover with v4201_2 getting really high, like the -1,000,000,000 value I listed above, then they seem to go back to the flipfopping.
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lethosor

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Re: DFHack 0.40.24-r5
« Reply #3644 on: January 17, 2016, 08:53:07 am »

There are other possibilities, like those fields actually being pointers or multiple smaller integers.
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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.
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