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Author Topic: DFHack 0.43.03-r1  (Read 1123706 times)

sv-esk

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Re: DFHack 0.40.24-r5
« Reply #3765 on: February 18, 2016, 12:26:30 pm »

https://github.com/sv-esk/df-structures/commit/dd6dc08faa0a977115c0a48a015eb9768fc06359
While updating structures I've encountered a problem.
I am sure these two compounds ("waypoints" and "burrows" in "df.global.ui") are correct and are  in the right place. 6 points, 3 burrows, "In_edit_waypoints_mode" is true when I am editing route. Structures look and behave same as they were in 42.05. But there are "16 bytes of something" between them on windows 0.42.06, and only 12 bytes on linux 0.42.06. How to describe these 16(12)bytes in xml? Or am I doing something wrong?
Spoiler (click to show/hide)
« Last Edit: February 18, 2016, 12:43:13 pm by sv-esk »
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expwnent

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Re: DFHack 0.40.24-r5
« Reply #3766 on: February 18, 2016, 03:28:52 pm »

<snip>
but I get errors about a "complex object" in my tests, mostly likely an issue with the announcement_flags.  Would you mind giving me the code to announce "This is a test" at position {x=10,y=20,z=30} with no zooming or pausing?

It could also be that it wants a df.coord instance, not an Lua table that happens to have x, y, and z fields. I think the syntax to make one is df.coord:new().
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Dirst

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Re: DFHack 0.40.24-r5
« Reply #3767 on: February 18, 2016, 03:32:48 pm »

Thanks expwnent!
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

necrotic

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Re: DFHack 0.40.24-r5
« Reply #3768 on: February 18, 2016, 04:12:21 pm »

https://github.com/sv-esk/df-structures/commit/dd6dc08faa0a977115c0a48a015eb9768fc06359
While updating structures I've encountered a problem.
I am sure these two compounds ("waypoints" and "burrows" in "df.global.ui") are correct and are  in the right place. 6 points, 3 burrows, "In_edit_waypoints_mode" is true when I am editing route. Structures look and behave same as they were in 42.05. But there are "16 bytes of something" between them on windows 0.42.06, and only 12 bytes on linux 0.42.06. How to describe these 16(12)bytes in xml? Or am I doing something wrong?
Spoiler (click to show/hide)

Aren't the platform-specific folders there for overrides like this? It looks like you can make a file of the same name and only redefine what you need to override.
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lethosor

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Re: DFHack 0.40.24-r5
« Reply #3769 on: February 18, 2016, 04:17:58 pm »

If you mean the folders in the DF-structures repo, that's not what they're for - they mostly contain platform-specific csv files. I suspect the padding is a vector or some other stl structure, although I don't remember the size of a vector under msvc.
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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.

Brody

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Re: DFHack 0.40.24-r5
« Reply #3770 on: February 18, 2016, 04:35:41 pm »

Is there an easy way to tell if a crash is DFHack related vs normal DF crash?
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Dirst

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Re: DFHack 0.40.24-r5
« Reply #3771 on: February 18, 2016, 05:41:58 pm »

<snip>
but I get errors about a "complex object" in my tests, mostly likely an issue with the announcement_flags.  Would you mind giving me the code to announce "This is a test" at position {x=10,y=20,z=30} with no zooming or pausing?

It could also be that it wants a df.coord instance, not an Lua table that happens to have x, y, and z fields. I think the syntax to make one is df.coord:new().
After much trial and error, this works:
Code: [Select]
dfhack.gui.makeAnnouncement(5,{false,false,false,true},xyz2pos(10,20,30),"You have struck whatchamacallit!",6,1)
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Roses

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Re: DFHack 0.40.24-r5
« Reply #3772 on: February 18, 2016, 06:12:35 pm »

So I have been tinkering with turning units undead and animating the dead with DFHack. I have found that adding a df.unit.T_enemy.T_undead:new() to the unit.enemy.undead is enough to make them nearly unkillable.

In my first tests I chopped creatures heads off and they would only die of blood loss or suffocation.
My second tests involved also adding a syndrome with NOBREATH and removing HAS_BLOOD, this time the units would run around like dwarves with their heads chopped off.

My question is, has anyone else tinkered with simulating the I_EFFECT:ANIMATE interaction effect? The only other difference I found was that animated dead lacked a soul (by this I mean unit.status.current_soul = nil). I'm wondering if there are any other things that are different, or if anyone has any advice.
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sv-esk

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Re: DFHack 0.40.24-r5
« Reply #3773 on: February 18, 2016, 06:40:19 pm »

Thanks, it seems to be empty stl-vector indeed. Did not know that its size depends on compiler. Same thing in new sidebar compound. It contains stl-vectors and stl-strings. And they have different sizes in linux and windows. So cannot temporary put padding here. Have to figure out what stl structures here and put them.
« Last Edit: February 21, 2016, 06:34:26 am by sv-esk »
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Dirst

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Re: DFHack 0.40.24-r5
« Reply #3774 on: February 19, 2016, 04:25:38 pm »

A further update on the spawned creature issue.  It becomes insubstantial the moment it gets a name (since it is spawned without a name, this is probably the moment it gets a historical figure ID).  Saving has nothing to do with it.  Still trying to find a way to fix it.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Boltgun

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Re: DFHack 0.40.24-r5
« Reply #3775 on: February 20, 2016, 06:49:54 am »

While we're on the subject of spawning, create-unit move the camera around because it simulate some arena mode input and zooms into whenever the game felt spawning the unit to, even if I teleport is towards its intended location.

So I want to save the camera's position and zooms it back at the end of the script but I cannot find any position for the player's view anywhere. Is this accessible?
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sv-esk

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Re: DFHack 0.40.24-r5
« Reply #3776 on: February 20, 2016, 07:30:21 am »

So I want to save the camera's position and zooms it back
df.global.window_x
df.global.window_y
df.global.window_z
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expwnent

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Re: DFHack 0.40.24-r5
« Reply #3777 on: February 20, 2016, 03:11:38 pm »

While we're on the subject of spawning, create-unit move the camera around because it simulate some arena mode input and zooms into whenever the game felt spawning the unit to, even if I teleport is towards its intended location.

So I want to save the camera's position and zooms it back at the end of the script but I cannot find any position for the player's view anywhere. Is this accessible?

Right now you have to do it yourself. I think create-unit has bigger problems at the moment though. It's currently a proof of concept more than a working thing.
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Dirst

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Re: DFHack 0.40.24-r5
« Reply #3778 on: February 20, 2016, 03:42:59 pm »

While we're on the subject of spawning, create-unit move the camera around because it simulate some arena mode input and zooms into whenever the game felt spawning the unit to, even if I teleport is towards its intended location.

So I want to save the camera's position and zooms it back at the end of the script but I cannot find any position for the player's view anywhere. Is this accessible?

Right now you have to do it yourself. I think create-unit has bigger problems at the moment though. It's currently a proof of concept more than a working thing.
I'll try to incorporate restoring the view into any fixed code I come up with.  There is definitely something broken about creatures in civ -1 becoming historical.  Next step (when I get a chance, maybe Monday) is to see if it affects creatures in a real civ.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

expwnent

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Re: DFHack 0.40.24-r5
« Reply #3779 on: February 20, 2016, 04:10:41 pm »

Dirst: is this the most recent/functional version of create-unit?
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