Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 16 17 [18] 19 20 ... 360

Author Topic: DFHack 0.43.03-r1  (Read 1120143 times)

therahedwig

  • Bay Watcher
    • View Profile
    • wolthera.info
Re: DFHack 0.34.11 r5
« Reply #255 on: July 29, 2014, 04:38:01 pm »

Can someone clarify where development is on the v40 dfhack. A while ago the bars were at seventy percent, now they seem to be at eight. Also, someone mentioned dfhack might come out soon after 40.05, but I'm unsure if this was a plan or a guess. Thanks for any and all clarification!

It's because the structure verifying needs to be done per release. However, a large part can be done via clever scripting, hence it being fast.

Other than that, plugins need to be updated and verified by their developers.
Logged
Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #256 on: July 29, 2014, 04:50:23 pm »

Can someone clarify where development is on the v40 dfhack. A while ago the bars were at seventy percent, now they seem to be at eight. Also, someone mentioned dfhack might come out soon after 40.05, but I'm unsure if this was a plan or a guess. Thanks for any and all clarification!

It's because the structure verifying needs to be done per release. However, a large part can be done via clever scripting, hence it being fast.

Other than that, plugins need to be updated and verified by their developers.
The big yellow portion seems to be what has been identified by scripts, with the green portion being what has been verified by actual humans.  The yellow+green shot up to about 54% amazingly fast.
Logged
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

Tharwen

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #257 on: July 30, 2014, 01:11:08 pm »

Uh... what happened to the progress bar? It was on 71% yesterday.
Logged
[Signature]

Samarkand

  • Bay Watcher
  • Aspiring GM
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #258 on: July 30, 2014, 01:41:37 pm »

Uh... what happened to the progress bar? It was on 71% yesterday.
Can someone clarify where development is on the v40 dfhack. A while ago the bars were at seventy percent, now they seem to be at eight. Also, someone mentioned dfhack might come out soon after 40.05, but I'm unsure if this was a plan or a guess. Thanks for any and all clarification!

It's because the structure verifying needs to be done per release. However, a large part can be done via clever scripting, hence it being fast.

Other than that, plugins need to be updated and verified by their developers.
The big yellow portion seems to be what has been identified by scripts, with the green portion being what has been verified by actual humans.  The yellow+green shot up to about 54% amazingly fast.
Literally immediately above your post.
Logged
My Area

It's it's its, not it's, not its its, not it's.

dree12

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #259 on: July 30, 2014, 01:53:21 pm »

Uh... what happened to the progress bar? It was on 71% yesterday.

0.40.05 changed several structures, as well as added a new d_init option, and so things have to be realigned.
Logged

Tharwen

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #260 on: July 30, 2014, 03:39:21 pm »

Uh... what happened to the progress bar? It was on 71% yesterday.

0.40.05 changed several structures, as well as added a new d_init option, and so things have to be realigned.

Oh, I didn't realise DfHack was already moving onto 40.05.
Logged
[Signature]

emhs

  • Escaped Lunatic
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #261 on: July 30, 2014, 09:41:11 pm »

I think some of us are confused because expwnent's post at the top still reads 0.40.01, even though it's reset to a later release.
Logged

se5a

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #262 on: July 30, 2014, 11:16:36 pm »

yeah but common sense says that going for the latest one, especially since it has some of the binary fixes included, makes more sense.

Use Ockham's razor folks.  I know dwarfs don't like to shave, but when you've got logic fleas it's a good idea.
Logged

crossmr

  • Bay Watcher
    • View Profile
    • Jeonsa
Re: DFHack 0.34.11 r5
« Reply #263 on: July 31, 2014, 08:36:06 pm »

the fixmerchants and fixdiplomats options that existed before, is there anywhere that details what the actual changes are?
I know toady fixed the elven diplomat in the new one (but only if you gen a new world) so I wondered about adding it into an existing world like you could before.

I wondered if we could do this ourselves manually while we we wait for everything else to be fixed.

Does anyone have the content that these two commands fixed, and could hint at where to insert it?
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #264 on: July 31, 2014, 08:53:30 pm »

If they're Lua scripts, they require DFHack to work - they're not simple raw/binary patches.
Logged
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.

crossmr

  • Bay Watcher
    • View Profile
    • Jeonsa
Re: DFHack 0.34.11 r5
« Reply #265 on: August 01, 2014, 12:07:44 am »

If they're Lua scripts, they require DFHack to work - they're not simple raw/binary patches.

I don't know what they are. I don't think they're scripts as they aren't in the scripts directory. They were included as a basic function in dfhack.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #266 on: August 01, 2014, 12:25:30 am »

They are a plugin, which also requires DFHack.

crossmr

  • Bay Watcher
    • View Profile
    • Jeonsa
Re: DFHack 0.34.11 r5
« Reply #267 on: August 01, 2014, 12:28:14 am »

They are a plugin, which also requires DFHack.

So that's not something we can attempt manually at all? It's not a matter of simply editing one of the files?
Logged

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: DFHack 0.34.11 r5
« Reply #268 on: August 01, 2014, 12:29:27 am »

They are a plugin, which also requires DFHack.

So that's not something we can attempt manually at all? It's not a matter of simply editing one of the files?
It's a matter of simply editing 50 of the files.
Logged

crossmr

  • Bay Watcher
    • View Profile
    • Jeonsa
Re: DFHack 0.34.11 r5
« Reply #269 on: August 01, 2014, 12:41:09 am »

They are a plugin, which also requires DFHack.

So that's not something we can attempt manually at all? It's not a matter of simply editing one of the files?
It's a matter of simply editing 50 of the files.

haha okay, I guess I'll wait and keep my fingers crossed. Generating a new world now, so elf diplomat is at least fixed. Would like to have the Human guild guy though, their caravans have been useless lately.
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 360