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Author Topic: DFHack 0.43.03-r1  (Read 1120075 times)

lethosor

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Re: DFHack 0.40.19-r1
« Reply #1800 on: January 05, 2015, 03:16:20 pm »

Keep in mind that there are multiple packs, not just PeridexisErrant's.

So what about dfhack for 0.40.23? Will it be ready anytime soon?
Expwnent's been busy recently:
I'm going to work on it this weekend. I've been busy with family stuff.
I'm not sure exactly when we'll get around to a release, but DFHack is sufficiently updated for one. (There are a number of pull requests that fix problems with plugins that would need to be merged first, however.)

Edit: I've merged every open PR and updated a few things, so this branch should compile and work with 0.40.23 (at least, it does on OS X): https://github.com/lethosor/dfhack/tree/0.40.23-r1-rc

« Last Edit: January 05, 2015, 07:41:39 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.

Roses

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Re: DFHack 0.40.19-r1
« Reply #1801 on: January 05, 2015, 05:35:15 pm »

So here's a question. I know how to get the time of the current game world (in ticks), but I was wondering if there is a way to get the time in ticks, since a fort was established?

Also, I just happened across df.global.ui, which I had never looked in before, but seems to contain a lot of interesting information. Of particular interested are .caravans, .units_killed, .invasions, and .main.dead_citizens. Does anyone have any experience working with the information in df.global.ui? I can start to look at it all and experiment, but I figured I would ask to see if anyone has done anything with them.

For example,
1. What information is stored in .invasions? Does it list number of units? Kills? Deaths? Entities?
2. Similarly for .caravans. Is it just a list of numbers? Is it just a flag?
3. .units_killed seems weird, it appears to break down the kills by profession. Is it any unit killed on the map? Is it just enemies? What if they fall to their death?

EDIT: Where is information stored about your current fort? Like wealth, and import and export numbers and such?
« Last Edit: January 05, 2015, 05:39:59 pm by Roses »
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expwnent

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Re: DFHack 0.40.23-r1
« Reply #1802 on: January 05, 2015, 08:25:06 pm »

New release. It took a long time because I was away for Christmas stuff. Sorry for the delay everyone!
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lethosor

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Re: DFHack 0.40.23-r1
« Reply #1803 on: January 05, 2015, 08:32:00 pm »

OS X build (Linux build(s) to come.)
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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.

scamtank

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Re: DFHack 0.40.23-r1
« Reply #1804 on: January 05, 2015, 08:35:31 pm »

New release. It took a long time because I was away for Christmas stuff. Sorry for the delay everyone!

Isn't that, like, the most understandably ironclad excuse there can be for not putting work into hobbies?

Thanks for being so prompt.
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expwnent

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Re: DFHack 0.40.23-r1
« Reply #1805 on: January 05, 2015, 08:44:49 pm »

OSX build moved to main repo.

Special thanks to Lethosor for doing 99% of the stuff I normally do for releases this time.
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lethosor

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Re: DFHack 0.40.23-r1
« Reply #1806 on: January 05, 2015, 09:07:27 pm »

Uploaded a Linux build to the same location: https://github.com/lethosor/dfhack/releases/tag/0.40.23-r1
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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.

expwnent

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Re: DFHack 0.40.23-r1
« Reply #1807 on: January 05, 2015, 09:35:18 pm »

Included.
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lethosor

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Re: DFHack 0.40.23-r1
« Reply #1809 on: January 05, 2015, 10:39:35 pm »

It's an experimental build Toady put up with PRINT_MODE:TEXT support for OS X (which works for me on 10.9 but not for him on 10.6 - I'm not sure about anything in between). It looks like it's still available, if you want to take a look. I added offsets for it so I could test a few things in PRINT_MODE:TEXT without compiling on Linux - most of them are 0x5000 away from the standard 0.40.23 offsets, but there are a few exceptions.
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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.

Moorindal

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Re: DFHack 0.40.19-r1
« Reply #1810 on: January 06, 2015, 02:12:08 am »

Edit: I've merged every open PR and updated a few things, so this branch should compile and work with 0.40.23 (at least, it does on OS X): https://github.com/lethosor/dfhack/tree/0.40.23-r1-rc
Umm... Thanks but... Am I supposed to compile it somehow? I don't even use *nix, you know. Where can I get compiled Windows version?
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mifki

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Re: DFHack 0.40.19-r1
« Reply #1811 on: January 06, 2015, 02:22:22 am »

Edit: I've merged every open PR and updated a few things, so this branch should compile and work with 0.40.23 (at least, it does on OS X): https://github.com/lethosor/dfhack/tree/0.40.23-r1-rc
Umm... Thanks but... Am I supposed to compile it somehow? I don't even use *nix, you know. Where can I get compiled Windows version?




sorry

Rose

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Re: DFHack 0.40.23-r1
« Reply #1812 on: January 06, 2015, 04:22:15 am »

You need to make either the entire picture, or the red circle, vibrate.
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Orange Wizard

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Re: DFHack 0.40.23-r1
« Reply #1813 on: January 06, 2015, 04:52:21 am »

People will still miss it.
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Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Dirst

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Re: DFHack 0.40.23-r1
« Reply #1814 on: January 06, 2015, 12:29:19 pm »

Thanks you guys for all of your tireless work on this invaluable part of the DF experience.  And I think the red oval should undulate, it'd be more likely to grab attention :)
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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
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