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Author Topic: DFHack 0.43.03-r1  (Read 1124388 times)

YAHG

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Re: DFHack 0.40.24-r1
« Reply #2100 on: January 29, 2015, 05:04:43 pm »

Spoiler (click to show/hide)

Sweet thanks, I got it working now and I feel pretty damn cool about it too :).

lethosor

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Re: DFHack 0.40.24-r1
« Reply #2101 on: January 29, 2015, 09:06:37 pm »

Please, Meph. This isn't hard!

Spoiler (click to show/hide)
By the way, what's displaying the "reshape_graphics" line in that screenshot? (TwbT?)
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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.

PeridexisErrant

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Re: DFHack 0.40.24-r1
« Reply #2102 on: January 29, 2015, 09:41:57 pm »

Yep.
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Raidau

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Re: DFHack 0.40.24-r1
« Reply #2103 on: January 30, 2015, 12:56:06 am »

Given a unit, how can I determine what site they live in?

Such information is stored inside historical figure object, not unit (unit has a reference to HF). But I am not sure if there is real data there, because when I check my dwarves they all have no site_links. Maybe its all about sites themselves, not HFs
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Natural Balance Mod (2013-2015) development suspended...

Nopenope

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Re: DFHack 0.40.24-r1
« Reply #2104 on: January 30, 2015, 03:52:55 am »

Is rendermax compatible with twbt as of .40.24r1? Ils it normal that the dfhack console should hang whenever I attempt to enable rendermax?
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PeridexisErrant

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Re: DFHack 0.40.24-r1
« Reply #2105 on: January 30, 2015, 04:49:44 am »

Is rendermax compatible with twbt as of .40.24r1? Ils it normal that the dfhack console should hang whenever I attempt to enable rendermax?

No, they're not compatible (since both replace the renderer).  I don't know what "normal" behavior might be, but I'd expect hanging or crashes.
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Meph

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Re: DFHack 0.40.24-r1
« Reply #2106 on: January 30, 2015, 05:06:06 am »

Are you sure? I had both running at the same time. FPS went rock bottom, but both multilevel and lightning showed correctly.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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fricy

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Re: DFHack 0.40.24-r1
« Reply #2107 on: January 30, 2015, 05:20:06 am »

Is rendermax compatible with twbt as of .40.24r1? Ils it normal that the dfhack console should hang whenever I attempt to enable rendermax?
No, they're not compatible (since both replace the renderer).  I don't know what "normal" behavior might be, but I'd expect hanging or crashes.

They are compatible in theory. In reality on 40.24 TWBT mode crashes (at least on osx), and TWBT_LEGACY is slow as hell.

Meph

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Re: DFHack 0.40.24-r1
« Reply #2108 on: January 30, 2015, 05:31:24 am »

I'm on Win7, TWBT_LEGACY. It runs fine without Rendermax, both together are slow. But no crashes.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Gorobay

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Re: DFHack 0.40.24-r1
« Reply #2109 on: January 30, 2015, 01:55:22 pm »

Given a unit, how can I determine what site they live in?

Such information is stored inside historical figure object, not unit (unit has a reference to HF). But I am not sure if there is real data there, because when I check my dwarves they all have no site_links. Maybe its all about sites themselves, not HFs
Some units have a hist_figure_id of -1. I guess for those I can assume they live in the currently loaded site, but how can I determine what site is currently loaded?
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Warmist

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Re: DFHack 0.40.24-r1
« Reply #2110 on: January 30, 2015, 03:10:11 pm »

Given a unit, how can I determine what site they live in?

Such information is stored inside historical figure object, not unit (unit has a reference to HF). But I am not sure if there is real data there, because when I check my dwarves they all have no site_links. Maybe its all about sites themselves, not HFs
Some units have a hist_figure_id of -1. I guess for those I can assume they live in the currently loaded site, but how can I determine what site is currently loaded?
I'm not sure how it's determined from UNIT side but from site side there are two ways: either it's in list of historical figure or it's in population. Population is non-important unit list, usually race, caste and num of units (e.g. number of crows in site).
« Last Edit: January 30, 2015, 03:48:21 pm by Warmist »
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expwnent

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Re: DFHack 0.40.24-r1
« Reply #2111 on: January 30, 2015, 03:45:50 pm »

All of your dwarves should be histfigs. Invaders and merchants might not be, unless there was a recent change to that.
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Gorobay

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Re: DFHack 0.40.24-r1
« Reply #2112 on: January 30, 2015, 05:11:40 pm »

All of your dwarves should be histfigs. Invaders and merchants might not be, unless there was a recent change to that.
I should have specified: I am dealing with adventurer mode.

I'm not sure how it's determined from UNIT side but from site side there are two ways: either it's in list of historical figure or it's in population. Population is non-important unit list, usually race, caste and num of units (e.g. number of crows in site).
How can I determine the currently loaded site, so I know what site to get all that information from?
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expwnent

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Re: DFHack 0.40.24-r1
« Reply #2113 on: January 30, 2015, 09:40:41 pm »

Ah, ok. In adventure mode many units are non-histfigs. Talking to them may or may not be enough to make them histfigs. The threshold to become historical is very low.
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Max™

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Re: DFHack 0.40.24-r1
« Reply #2114 on: January 31, 2015, 08:25:35 am »

We're talking "In Hematite 110, Soandso McUnimportant settled in Somewhere." type of low here btw.
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