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Author Topic: Dwarf Fortress 0.42.01 Released  (Read 61857 times)

DolosusDoleus

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Re: Dwarf Fortress 0.42.01 Released
« Reply #60 on: December 01, 2015, 06:12:06 pm »

clears throat

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!
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Graknorke

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Re: Dwarf Fortress 0.42.01 Released
« Reply #61 on: December 01, 2015, 06:14:32 pm »

Haha, I'm getting crashes on the calendar but the hype is still worth it.
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jaked122

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Re: Dwarf Fortress 0.42.01 Released
« Reply #62 on: December 01, 2015, 06:15:59 pm »

The parameters don't reproduce the world gen freeze, but I got it to happen once on my own (and my parameters then didn't reproduce it either), so I'm hoping I can at least verify when I fix it.  There's an additional issue that generating the same world twice in a row with the same seed produces different results if you don't quit the game in between (so there's some lingering data).  Probably not related to the freeze, but I'll try to get it all.
Oh boy, nondeterminism! That sounds like a fairly significant problem.


Alternatively, it isn't. I can't wait though.

jaccarmac

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Re: Dwarf Fortress 0.42.01 Released
« Reply #63 on: December 01, 2015, 06:22:20 pm »

Well, I can figure out dwarf fortress but not vi apparently.

My kingdom for a copy of the Dwarf_Fortress executable with line 57-thousand something changed from /data/art/mouse.png to /data/art/mouse.bmp because every editor I try it with either won't open it as the right format (kate) or is harder to figure out than df (vi) or just won't find the string (nano) so I'm stumped.

Had a try at replacing the string from Emacs, and nothing seems to be broken horribly, though I have no idea how to test the mouse image, exactly. What OS are you on? I have the modified binary from the Linux version if you desperately want it.
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abadidea

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Re: Dwarf Fortress 0.42.01 Released
« Reply #64 on: December 01, 2015, 06:28:20 pm »

Well, I can figure out dwarf fortress but not vi apparently.

My kingdom for a copy of the Dwarf_Fortress executable with line 57-thousand something changed from /data/art/mouse.png to /data/art/mouse.bmp because every editor I try it with either won't open it as the right format (kate) or is harder to figure out than df (vi) or just won't find the string (nano) so I'm stumped.

I have no idea if your idea will work but sounds like you're looking for a hex editor, not a text editor. Fortunately "png" and "bmp" take the same number of bytes. Does [MOUSE:NO] / [MOUSE_PICTURE:NO] not solve your problem?
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jaked122

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Re: Dwarf Fortress 0.42.01 Released
« Reply #65 on: December 01, 2015, 06:29:13 pm »

I have no idea if your idea will work but sounds like you're looking for a hex editor, not a text editor. Fortunately "png" and "bmp" take the same number of bytes. Does [MOUSE:NO] / [MOUSE_PICTURE:NO] not solve your problem?


There was a tutorial on the wiki for fixing libpng issues on linux which called for using vi. It works fairly well, at least it did on the previous version.

Wheeljack

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Re: Dwarf Fortress 0.42.01 Released
« Reply #66 on: December 01, 2015, 06:38:39 pm »

Is it intended for you to only be able to choose only one god for temples? I put a up temple to a god and now all other temples default to the same god with no way for me to change them.

I could be missing something important, but I am flummoxed.


Derp on my part. You hit 'a'. Not sure the defaulting to the last god is a good thing though.
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Bouchart

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Re: Dwarf Fortress 0.42.01 Released
« Reply #67 on: December 01, 2015, 06:51:40 pm »

I don't know what this new Fluid Engineer skill is but I hope it's booze related.
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Max™

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Re: Dwarf Fortress 0.42.01 Released
« Reply #68 on: December 01, 2015, 06:57:00 pm »

I have no idea if your idea will work but sounds like you're looking for a hex editor, not a text editor. Fortunately "png" and "bmp" take the same number of bytes. Does [MOUSE:NO] / [MOUSE_PICTURE:NO] not solve your problem?


There was a tutorial on the wiki for fixing libpng issues on linux which called for using vi. It works fairly well, at least it did on the previous version.
Yeah but I've got something screwed up with my native keybinds or something because if I enter insert mode on vi I can't get back out of it, and if I'm in command mode I can't get into insert mode and back out to save.

Disabling the mouse with init.txt doesn't do anything, it still looks for the mouse.png for some stupid reason.
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jaccarmac

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Re: Dwarf Fortress 0.42.01 Released
« Reply #69 on: December 01, 2015, 06:59:22 pm »

@Max: I tried sending you a DM with a patched copy, but I'll post it here again for anyone running into similar problems. https://drive.google.com/open?id=0B_S86gZvPJWKV2xYd0NaVFc0RGc
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thvaz

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Re: Dwarf Fortress 0.42.01 Released
« Reply #70 on: December 01, 2015, 07:00:41 pm »

Having great fun playing as a pandaman bard that wants to see the world. I was performing in a lord's hall when goblins (probably bandits) attacked. Took a arrow in the head but managed to get away from the fight. I guess I will have to perform elsewhere.

Navigating at fortresses and deep sites still is a pain. It's hard to find people at these sites and hard to find an exit.
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SalmonGod

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Re: Dwarf Fortress 0.42.01 Released
« Reply #71 on: December 01, 2015, 07:30:01 pm »

Glory to the Toad!
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Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Torrenal

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Re: Dwarf Fortress 0.42.01 Released
« Reply #72 on: December 01, 2015, 08:23:20 pm »

   (*) Scholars can visit your fortress libraries, bringing knowledge from around the world
   (*) Dwarves read books in the library (they don't need to be scholars)
   (*) Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)

Oh dear... I'm either going to need to keep the elves out of the library, or keep the butcher out of the library.  I don't want the military complaining about where the mystery meat comes from...
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hermes

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Re: Dwarf Fortress 0.42.01 Released
« Reply #73 on: December 01, 2015, 09:24:23 pm »

Congratulations Toady and Threetoe!  Thanks for the great content in this release, it is very exciting.   :D
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I've been working on this type of thing...

Dozebôm Lolumzalìs

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Re: Dwarf Fortress 0.42.01 Released
« Reply #74 on: December 01, 2015, 09:33:46 pm »

Values, not ethics.
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