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Author Topic: DFHack 50.14-r1.1  (Read 889065 times)

Libash_Thunderhead

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Re: DFHack 0.47.04-r4
« Reply #2775 on: January 10, 2021, 10:54:58 pm »

When/where does this show up?
It seems to be the script that determines c++ compiler.
Code: [Select]
C:\dfhack\dfhack\build\win64\VC2015>cmake ..\..\.. -G"Visual Studio 14 Win64" -T v140_xp -DCMAKE_INSTALL_PREFIX="C:\dfhack\dfhack\build\win64\DF" -DBUILD_DEVEL=0 -DBUILD_DEV_PLUGINS=0 -DBUILD_DOCS=1 -DBUILD_STONESENSE=1
-- Selecting Windows SDK version  to target Windows 10.0.19041.
-- The C compiler identification is unknown
-- The CXX compiler identification is unknown
CMake Error at CMakeLists.txt:6 (project):
  No CMAKE_C_COMPILER could be found.



CMake Error at CMakeLists.txt:6 (project):
  No CMAKE_CXX_COMPILER could be found.



-- Configuring incomplete, errors occurred!
See also "C:/dfhack/dfhack/build/win64/VC2015/CMakeFiles/CMakeOutput.log".
See also "C:/dfhack/dfhack/build/win64/VC2015/CMakeFiles/CMakeError.log".
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lethosor

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Re: DFHack 0.47.04-r4
« Reply #2776 on: January 11, 2021, 12:14:28 am »

Is it possible that you only have 32-bit build tools installed? I'm not sure what options you have available when installing those. You are on a 64-bit system, right?

And just to double-check, what are you aiming to do by building DFHack - plugin development, for instance?
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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.

Libash_Thunderhead

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Re: DFHack 0.47.04-r4
« Reply #2777 on: January 11, 2021, 12:54:18 am »

Is it possible that you only have 32-bit build tools installed? I'm not sure what options you have available when installing those. You are on a 64-bit system, right?

And just to double-check, what are you aiming to do by building DFHack - plugin development, for instance?
CMakeOutput.txt
Code: [Select]
The system is: Windows - 10.0.19041 - AMD64
It is 64 bit os. I installed Microsoft Build Tools 2015 Update 3, using default settings. There is also this "Visual C++ 2015 x64 Native Build Tools Command Prompt", so I guess everything is set.
 :P I wanted to learn how twbt works at first and do some experiment(curious), didn't expect this kind of trouble.

By the way, 32 bit works just fine. I sucessfully built dfhack several days ago.

« Last Edit: January 11, 2021, 01:27:20 am by Libash_Thunderhead »
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Rose

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Re: DFHack 0.47.04-r4
« Reply #2778 on: January 11, 2021, 01:27:26 am »

So, I've only ever gotten luck with the full Visual Studio 2015 installed, personally.

Just having the build tools has been very hard to get to work.
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Libash_Thunderhead

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Re: DFHack 0.47.04-r4
« Reply #2779 on: January 11, 2021, 02:59:57 am »

So, I've only ever gotten luck with the full Visual Studio 2015 installed, personally.

Just having the build tools has been very hard to get to work.
Thanks. Maybe I should do a full installation to see if it works.

----
Edit*
Yeah, installing vs 2015 fixed the problem.  :)
« Last Edit: January 13, 2021, 01:07:39 am by Libash_Thunderhead »
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iii22

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Re: DFHack 0.47.04-r4
« Reply #2780 on: January 11, 2021, 08:50:23 am »

Has anyone figured out how to use the gm-editor to force a site to send a siege?
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Libash_Thunderhead

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Re: DFHack 0.47.04-r4
« Reply #2781 on: January 14, 2021, 04:06:30 am »

This time, vs studio (or msbuild) shows errors in post-build event part. It says cmd.exe could not be run because "function incorrect". 

This is the post-build script in INSTALL.vcxproj
Code: [Select]
setlocal
"C:\Program Files\CMake\bin\cmake.exe" -DBUILD_TYPE=$(Configuration) -P cmake_install.cmake
if %errorlevel% neq 0 goto :cmEnd
:cmEnd
endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone
:cmErrorLevel
exit /b %1
:cmDone
if %errorlevel% neq 0 goto :VCEnd

Edit*

Strange, if I run the script manually in cmd box and it works just fine.

Edit* 2

Nevermind, it is fixed if I remove /m option from msbuild.
« Last Edit: January 15, 2021, 03:41:38 am by Libash_Thunderhead »
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Rumrusher

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Re: DFHack 0.47.04-r4
« Reply #2782 on: January 14, 2021, 10:02:44 am »


well working on a script that commands ghosts.
Code: (ghostbook.lua) [Select]
--this script uses warmist dialog layout as a base, and some overviews from Max and Rose and Putnam scripts, series of ghost script commands
local dlg=require("gui.dialogs")
function getxyz() -- this will return pointers x,y and z coordinates.
local x=df.global.cursor.x
local y=df.global.cursor.y
local z=df.global.cursor.z
return x,y,z -- return the coords
end
function getItemAtKPos(x,y,z) -- gets the item index @ x,y,z coord
--local x,y,z=getxyz() --get 'X' coords
local vector=df.global.world.item.all -- load all items
local kickpos=df.global.world.units.active[0].pos
for i = 0, #vector-1 do -- look into all items offsets
local curpos=vector[i].pos --get its coordinates
local cx=curpos.x
local cy=curpos.y
local cz=curpos.z
if cx==kickpos.x and cy==kickpos.y and cz==kickpos.z then --compare them
return vector[i] --return index
end
end
--print("item not found!")
return nil

end
function getCreatureAtPos(x,y,z) -- gets the creature index @ x,y,z coord
--local x,y,z=getxyz() --get 'X' coords
local vector=df.global.world.units.all -- load all creatures
for i = 0, #vector-1 do -- look into all creatures offsets
local curpos=vector[i].pos --get its coordinates
local cx=curpos.x
local cy=curpos.y
local cz=curpos.z
if cx==x and cy==y and cz==z then --compare them
return vector[i] --return index
end
end
--print("Creature not found!")
return nil

end
function Ghosto(Gho)
local Gho= getCreatureAtPos(getxyz())
Gho.flags3.ghostly=true
Gho.ghost_info=df.unit_ghost_info:new()
end
function Cleanse(Gho)
local Gho= getCreatureAtPos(getxyz())
Gho.flags3.ghostly=false
end

function Ghosta()
local Targ= getCreatureAtPos(getxyz())
--if Gho.Ghost_info= nil then
--Ghosto()end
for k,v in pairs (df.global.world.units.active) do
if v.flags3.ghostly==true then
local Gho=v
Gho.ghost_info.goal=0
Gho.ghost_info.target.unit=Targ.id
end
end
end
function Ghostb()
local Targ= getCreatureAtPos(getxyz())
--if Gho.Ghost_info= nil then
--Ghosto()end
for k,v in pairs (df.global.world.units.active) do
if v.flags3.ghostly==true then
local Gho=v
Gho.ghost_info.goal=1
Gho.ghost_info.target.unit=Targ.id
end
end
end

function Ghostc()
local Targ= getCreatureAtPos(getxyz())
--if Gho.Ghost_info= nil then
--Ghosto()end
for k,v in pairs (df.global.world.units.active) do
if v.flags3.ghostly==true then
local Gho=v
Gho.ghost_info.goal=2
Gho.ghost_info.target.unit=Targ.id
end
end
end

function Ghostd()
local Targ= getCreatureAtPos(getxyz())
--if Gho.Ghost_info= nil then
--Ghosto()end
for k,v in pairs (df.global.world.units.active) do
if v.flags3.ghostly==true then
Gho=v
Gho.ghost_info.goal=3
Gho.ghost_info.target.unit=Targ.id
end
end
end

function Ghoste()
local Targ= getCreatureAtPos(getxyz())
--if Gho.Ghost_info= nil then
--Ghosto()end
for k,v in pairs (df.global.world.units.active) do
if v.flags3.ghostly==true then
local Gho=v
Gho.ghost_info.goal=5
Gho.ghost_info.target.unit=Targ.id
end
end
end
function Gigapurge()
local adv=df.global.world.units.active[0]
for k,v in pairs(df.global.world.units.active) do
if v.civ_id ~= adv.civ_id then
df.global.world.units.active:erase(k)
end
end
end

MOVEMENT_KEYS = {
    A_CARE_MOVE_N = { 0, -1, 0 }, A_CARE_MOVE_S = { 0, 1, 0 },
    A_CARE_MOVE_W = { -1, 0, 0 }, A_CARE_MOVE_E = { 1, 0, 0 },
    A_CARE_MOVE_NW = { -1, -1, 0 }, A_CARE_MOVE_NE = { 1, -1, 0 },
    A_CARE_MOVE_SW = { -1, 1, 0 }, A_CARE_MOVE_SE = { 1, 1, 0 },
    --[[A_MOVE_N = { 0, -1, 0 }, A_MOVE_S = { 0, 1, 0 },
    A_MOVE_W = { -1, 0, 0 }, A_MOVE_E = { 1, 0, 0 },
    A_MOVE_NW = { -1, -1, 0 }, A_MOVE_NE = { 1, -1, 0 },
    A_MOVE_SW = { -1, 1, 0 }, A_MOVE_SE = { 1, 1, 0 },--]]
    A_CUSTOM_CTRL_D = { 0, 0, -1 },
    A_CUSTOM_CTRL_E = { 0, 0, 1 },
    CURSOR_UP_Z_AUX = { 0, 0, 1 }, CURSOR_DOWN_Z_AUX = { 0, 0, -1 },
    A_MOVE_SAME_SQUARE={0,0,0},
    SELECT={0,0,0},
}
ALLOWED_KEYS={
    A_MOVE_N=true,A_MOVE_S=true,A_MOVE_W=true,A_MOVE_E=true,A_MOVE_NW=true,
    A_MOVE_NE=true,A_MOVE_SW=true,A_MOVE_SE=true,A_STANCE=true,SELECT=true,A_MOVE_DOWN_AUX=true,
    A_MOVE_UP_AUX=true,A_LOOK=true,CURSOR_DOWN=true,CURSOR_UP=true,CURSOR_LEFT=true,CURSOR_RIGHT=true,
    CURSOR_UPLEFT=true,CURSOR_UPRIGHT=true,CURSOR_DOWNLEFT=true,CURSOR_DOWNRIGHT=true,A_CLEAR_ANNOUNCEMENTS=true,
    CURSOR_UP_Z=true,CURSOR_DOWN_Z=true,
}

listofspells={
{text="nothing", spell=doNothing,icon='*'},
{text="Convert-to-Ghost", spell=Ghosto,icon='*'},
{text="Ghost: Scare to death", spell=Ghosta,icon='*'},
{text="Ghost:Stun", spell=Ghostb,icon='*'},
{text="Ghost:Batter", spell=Ghostc,icon='*'},
{text="Ghost:Possess", spell=Ghostd,icon='*'},
{text="Revert-from-ghost", spell=Cleanse,icon='*'},
{text="Ghost:Haunt", spell=Ghoste,key="CUSTOM_X"},
}
 
dlg.showListPrompt("Directions","Choze Direct",nil, listofspells,function(index,choice) choice.spell() end)

so far this script can be used universally in fort mode and adventure mode though in the current update might make getting a fort mode ghost to show up in adventure mode a bit tricky... so this script also has means of converting folks into ghosts for adventure mode
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Eric Blank

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Re: DFHack 0.47.04-r4
« Reply #2783 on: January 27, 2021, 03:06:27 am »

Hey, I've been having a problem with df freezing up for 1-20 minutes on startng DF or generating a new world, only with dfhack installed. any ideas what could be causing this?
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

FantasticDorf

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Re: DFHack 0.47.04-r4
« Reply #2784 on: January 27, 2021, 03:51:37 am »

Hey, I've been having a problem with df freezing up for 1-20 minutes on startng DF or generating a new world, only with dfhack installed. any ideas what could be causing this?

Longshot nontechnical question but do you have anything passively in your onload.init that shouldnt be there if you've been repurposing the file between editions of DFhack? Just wrench it open with notepad++ and have a look inside to make sure its pretty much default as it should be.

Thats the kind of thing from when i ported some file configurations outright, even though the raws its targeting all line up it still gave me significant CTD induced by DFhack after loading rivers early on in worldgen.
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Eric Blank

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Re: DFHack 0.47.04-r4
« Reply #2785 on: January 27, 2021, 11:26:49 am »

No, i havent made any customizations at all. I did manage to pinpoint the worldgen slowdown to a worldgen.txt issue; replacing it with a default one removes that, but it still hangs for a few minutes on startup.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

lethosor

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Re: DFHack 0.47.04-r4
« Reply #2786 on: January 27, 2021, 08:27:16 pm »

make sure its pretty much default as it should be.

I want to clarify: the .init files are absolutely intended to be customized. We happen to ship defaults that have been tuned based on user feedback (enabling things that are generally useful and relatively uncontroversial) but they are text files specifically so that you can edit them.

If you were running some third-party tool that introduced a crash from a .init file, then that's not something we can address, of course. However, if you were running any tool that's part of a DFHack distribution, and it was causing a crash, that should be considered a bug in almost all cases, and please tell us about it.

Hey, I've been having a problem with df freezing up for 1-20 minutes on startng DF or generating a new world, only with dfhack installed. any ideas what could be causing this?
Are you using Windows? If so, hangs on startup can be due to antivirus software. For instance, Windows Defender tends to slow down DFHack at startup, sometimes significantly, probably because of the 100+ DLLs (plugins) that DFHack loads individually. You could check task manager to see if some antivirus service is using up a lot of CPU cycles on startup - if this is happening, my best recommendation would be to exempt the entire DF folder in your antivirus settings.
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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.

Atkana

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Re: DFHack 0.47.04-r4
« Reply #2787 on: January 28, 2021, 06:11:57 am »

So uh, I made that resource for handling persistently saving lua tables directly with the json implementation a while ago, but dragged my feet on getting the documentation written up :P It's intended to be used as a module, and handles either saving data globally (available anywhere) or as world data (specific to the save). World data is saved automatically whenever the world is unloaded, as well as whenever the game is saved via autosave or quicksave.

If it's acceptable enough I'll get around to submitting it to the repo, but I'd appreciate if some people went over it first:
  • Does the documentation make sense? Can you understand how to use the module from it? (I'm not great at articulating things >.>)
  • Will the files save fine on every operating system (I've only checked for the OS I have - Windows 10). I've not dabbled much in file system stuff before, and I can half-remember from somewhere that OSes can sometimes get picky about which slashes you use in file paths(?).
  • Is this an okay way of handling this?

Spoiler (click to show/hide)

A_Curious_Cat

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Re: DFHack 0.47.04-r4
« Reply #2788 on: January 28, 2021, 09:57:53 pm »

Whelp!  I look forward to trying out DFHack 0.47.05-r1!
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lethosor

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Re: DFHack 0.47.04-r4
« Reply #2789 on: January 28, 2021, 11:03:14 pm »

I am thinking of putting out a 0.47.04-r5 release soon to address a couple crashes (some from quickfort that I remember off the top of my head).

This would likely delay 0.47.05 work a little, but the good news is that our automated upgrade script worked (thanks BenLubar!) so that takes care of a decent amount of overhead when it comes to researching .05.
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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.
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