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Author Topic: DFHack 0.43.03-r1  (Read 1123047 times)

Max™

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Re: DFHack 0.40.19-r1
« Reply #1590 on: December 06, 2014, 03:22:24 pm »

Yeah, I've got a variety of libpng's installed, it's necessary to have them for df on arch, and you're right, removing the stonesense plugin killed that part of the error message.

Hmmm, I've got libpng16.so and libpng.so under /usr/lib32, don't see libpng12.so.0 anywhere though.
« Last Edit: December 06, 2014, 03:24:55 pm by Max™ »
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Max™

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Re: DFHack 0.40.19-r1
« Reply #1591 on: December 06, 2014, 03:34:28 pm »

Hmmm, ok, compiled libpng12, added them into the libs folder under df just in case, still getting the error.

Wait wrong elf class, dammit all is this a 64 bit version of a 32 bit library? What the?
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PeridexisErrant

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Re: DFHack 0.40.19-r1
« Reply #1592 on: December 06, 2014, 03:48:38 pm »

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I maintain the DF Starter Pack - over a million downloads and still counting!
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lethosor

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Re: DFHack 0.40.19-r1
« Reply #1593 on: December 06, 2014, 04:00:05 pm »

You can copy text from the DFHack console on Windows by using the console menu (I'm unsure exactly how this works - either left-clicking the window icon or right-clicking the console title bar should work).
« Last Edit: December 06, 2014, 04:06:08 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.

Putnam

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Re: DFHack 0.40.19-r1
« Reply #1594 on: December 06, 2014, 04:07:27 pm »

Right click title bar, click "mark", highlight text you want to copy, press "enter", it's copied.

than402

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Re: DFHack 0.40.19-r1
« Reply #1595 on: December 06, 2014, 04:20:02 pm »

i'm having some trouble with spawning units. if i want to spawn a unit through a reaction, which scripts must i enable in the INIT file and how should i write the syndrome stone? do you know any mod who has done so in the new edition?
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Putnam

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Re: DFHack 0.40.19-r1
« Reply #1596 on: December 06, 2014, 04:21:35 pm »

You have to use reaction-trigger with a newer version of spawn unit, which I'm not sure exists.

You shouldn't write anything in the syndrome stone.

than402

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Re: DFHack 0.40.19-r1
« Reply #1597 on: December 06, 2014, 04:24:24 pm »

i mean this part

Spoiler (click to show/hide)

did anything change from the last edition?
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Putnam

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Re: DFHack 0.40.19-r1
« Reply #1598 on: December 06, 2014, 04:25:00 pm »

Yes, that part was replaced entirely with reaction-trigger.

than402

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Re: DFHack 0.40.19-r1
« Reply #1599 on: December 06, 2014, 04:28:00 pm »

so how would i write an inorganic for the new edition?
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Putnam

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Re: DFHack 0.40.19-r1
« Reply #1600 on: December 06, 2014, 04:29:51 pm »

I'm pretty sure you don't need to.

than402

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Re: DFHack 0.40.19-r1
« Reply #1601 on: December 06, 2014, 04:31:03 pm »

ok, thanks
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Dirst

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Re: DFHack 0.40.19-r1
« Reply #1602 on: December 06, 2014, 05:01:31 pm »

You still want some kind of reaction product, otherwise the reaction takes no time and generates no experience. A boil-away stone would work.

For the script, I hacked Warmist's old spawning script entangled with some mod-specific logic and got it to run under 40.08-40.16 (not yet tested under 40.19), but an official spawning script would be incredibly helpful.  Chasing down all the changes was a useful exercise to learn about the memory structures, but an official spawning script would be incredibly helpful.

Edit: I wouldn't mind taking a crack at a first draft of such a thing, but it'd probably be faster for one of the scripting gods to build it from scratch.
« Last Edit: December 06, 2014, 05:03:29 pm by Dirst »
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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!
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than402

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Re: DFHack 0.40.19-r1
« Reply #1603 on: December 06, 2014, 05:14:08 pm »

well the spawn script seems to work in the arena in 40.19. and i found some sample reactions in the elder scrolls mod, but i still can't get them to work :(
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Max™

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Re: DFHack 0.40.19-r1
« Reply #1604 on: December 06, 2014, 07:35:06 pm »

Rats, took a nap and dreamed I fixed it.
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