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Author Topic: DFHack 0.5.15 (legacy)  (Read 401270 times)

xtank5

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Re: DFHack 0.5.12
« Reply #1200 on: April 09, 2011, 12:22:13 am »

Is there a way to stop reveal if it happens to become frozen in reveal when I close the hack on complete accident?
Ummm... what?
I think what he means is: "is there a way to un-reveal the map if I closed the reveal utility before using it to un-reveal?"
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Jacob/Lee

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Re: DFHack 0.5.12
« Reply #1201 on: April 09, 2011, 12:31:37 am »

Is there a way to stop reveal if it happens to become frozen in reveal when I close the hack on complete accident?
Ummm... what?

This.

It is stuck like this.

Using the normal un-reveal didn't work, nor did exiting Dwarf Fortress and Abandon didn't even work.

devek

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Re: DFHack 0.5.12
« Reply #1202 on: April 09, 2011, 12:37:29 am »

It always cracks me up when this happens to people, but I am a bad person.

Abandon usually works. But the real lesson is not to save with it screwed up hehe.
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Andux

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Re: DFHack 0.5.12
« Reply #1203 on: April 09, 2011, 03:52:27 am »

Is there a way to stop reveal if it happens to become frozen in reveal when I close the hack on complete accident?
You could try using Tweak with For Each Tile to hide everything below a given Z-level.

Start For Each Tile from within Tweak and create a new operation set:
Code: (condition) [Select]
is_subterranean and (z < cursor_z)
Code: (operations) [Select]
hideThen loo[k] at a tile on the lowest level you want to keep revealed and run it.

Note that anything at or above that level will stay revealed.
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peterix

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Re: DFHack 0.5.12
« Reply #1204 on: April 09, 2011, 08:20:34 am »

Well, looks like this problem isn't going away. There will be a 'hide' tool.

TolyK

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Re: DFHack 0.5.12
« Reply #1205 on: April 09, 2011, 08:45:01 am »

Well, looks like this problem isn't going away. There will be a 'hide' tool.
Merci.
(a.k.a. thanks!)
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notfood

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Re: DFHack 0.5.12
« Reply #1206 on: April 09, 2011, 04:57:41 pm »

I notice an issue under Linux, it happened to DwarfTherapist in the same way.

It appears that the tools are reading the save data instead of the variable memory.

When I load a map, all the tools work fine. It's enough for me to build something or dig into something and most tools will fail with memory read errors.

After embark no tool would work, I need to save and load the map for them to run without issue. Both problems are fixed by saving and reloading, just like in DwarfTherapist before it got fixed.

Reproducible: Always.
Version: latest git pull / df 0.31.25
Well, can't reproduce the problem. Only thing I found is a bad creature vector or some name reading issue with demons... so that's a thing to fix for sure.

There is no 'save' version of the data. What kind of kernel are you running? I have things working with 64bit kernels for sure. There were some problems with 32bit in the past, where switching between PAE or non-PAE kernels fixed the problem.

Anyway, run the dfincremental tool and post the big list it prints somewhere. That should tell us at least something.

Well...

I have tried a bit more.

vanilla dwarf fortress just unpacket, genned a pocket world with tiny history. Embarqued, pause.
This is the output of dfincremental:
http://pastebin.com/9RPhgAAi
All tools fail with this error, sample dfprospector:
Code: [Select]
pread failed: can't read 48 bytes at addres 2884956896
errno: 22
terminate called after throwing an instance of 'DFHack::Error::MemoryAccessDenied'
  what():  Invalid memory access @0xabf4f2e0
Aborted

Saved. Exited DF. Loaded map. Still paused. Same error as above.

Unpaused. Digged a few tiles, built a farm plot. Saved. Exited DF. Loaded map once again. Paused. All tools work fine as long as no new units appear in the map.
http://pastebin.com/u5Gvuup0
Sample of dfprospector:
Code: [Select]
Maximal regionoffset seen: 0.
MORION : 1
PRASE : 1
OPAL_CRYSTAL : 1
CARNELIAN : 1
GRAY CHALCEDONY : 1
GREEN JADE : 1
YELLOW JASPER : 2
MILK QUARTZ : 2
ALABASTER : 3
MOSS AGATE : 3
SCHORL : 4
CRYSTAL_ROCK : 9
LIGNITE : 9
GYPSUM : 17
LIMONITE : 28
HEMATITE : 30
TALC : 32
BAUXITE : 35
TETRAHEDRITE : 42
COAL_BITUMINOUS : 44
KAOLINITE : 49
MICROCLINE : 49
MAGNETITE : 66

Unpaused. Built some thing, while checking the tools were working, keep checking the unit list. The deers that spawned at the beginning left the map and horses appeared. Tools no longer work. Error is same as above, here is the dfincremental output:
http://pastebin.com/DqcTKj5Z

I hope this helps, it gets annoying having to reload every time a new unit makes it to the list. Thanks.
« Last Edit: April 09, 2011, 06:37:21 pm by notfood »
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peterix

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Re: DFHack 0.5.12
« Reply #1207 on: April 10, 2011, 04:10:27 pm »

I hope this helps, it gets annoying having to reload every time a new unit makes it to the list. Thanks.
Try the new version now.
It is stuck like this.
No more! Go and use the new unreveal tool :)

Alright. 0.5.13 released. It's mostly bugfixes, some of them for DFHack and some for DF (autoremoval of down-ramps by the deramp tool). There's the unreveal tool that can fix permarevealed forts to some extent (if you have a path to hell/magma/caverns, they will stay revealed) and possibly hide places that shouldn't be visible (you closed off the caverns with a wall? they will be hidden :D)
« Last Edit: April 10, 2011, 04:12:00 pm by peterix »
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devek

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Re: DFHack 0.5.12
« Reply #1208 on: April 10, 2011, 04:19:27 pm »

No more! Go and use the new unreveal tool :)

Nooooooooooooo!

It was funny when people ruined their fort permanently :/
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ral

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Re: DFHack 0.5.13
« Reply #1209 on: April 10, 2011, 08:22:40 pm »

Does dflair set the lair flag on tiles or toggle the lair flag on tiles?

I just created a fort for the express purpose of creating some adamantine equipment for adventure mode, and I tried to use dflair to stop stuff from scattering, but it looks like it happened anyway. I did run dflair more than once though....

Luckily most of the good stuff was in iron bins anyway.

jaxad0127

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Re: DFHack 0.5.13
« Reply #1210 on: April 10, 2011, 10:47:05 pm »

Does dflair set the lair flag on tiles or toggle the lair flag on tiles?

I just created a fort for the express purpose of creating some adamantine equipment for adventure mode, and I tried to use dflair to stop stuff from scattering, but it looks like it happened anyway. I did run dflair more than once though....

Luckily most of the good stuff was in iron bins anyway.
It sets it.
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Rafal99

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Re: DFHack 0.5.13
« Reply #1211 on: April 11, 2011, 07:17:38 am »

Is there any way to read tiles on DF screen from memory using DFHack?
I don't mean the actual tile images but an info like:
"a tile on position (X,Y) is a tile number A, foreground color B, background color C".

I need something like this for a program I am working on.

If it is not possible then I will have to program it to make screenshot from DF window and then process the image in a really complex way to get the actual info... :/
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It explodes in gore!
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peterix

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Re: DFHack 0.5.13
« Reply #1212 on: April 11, 2011, 07:52:05 am »

Is there any way to read tiles on DF screen from memory using DFHack?
I don't mean the actual tile images but an info like:
"a tile on position (X,Y) is a tile number A, foreground color B, background color C".

I need something like this for a program I am working on.

If it is not possible then I will have to program it to make screenshot from DF window and then process the image in a really complex way to get the actual info... :/
It was there before and it's currently broken. I can look at it and get it fixed I guess :)

TolyK

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Re: DFHack 0.5.13
« Reply #1213 on: April 11, 2011, 08:01:55 am »

Is there any way to read tiles on DF screen from memory using DFHack?
I don't mean the actual tile images but an info like:
"a tile on position (X,Y) is a tile number A, foreground color B, background color C".

I need something like this for a program I am working on.

If it is not possible then I will have to program it to make screenshot from DF window and then process the image in a really complex way to get the actual info... :/
It was there before and it's currently broken. I can look at it and get it fixed I guess :)
thanks! i'm also thinking of a project that would use this.
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Rafal99

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Re: DFHack 0.5.13
« Reply #1214 on: April 11, 2011, 09:06:19 am »

Is there any way to read tiles on DF screen from memory using DFHack?
I don't mean the actual tile images but an info like:
"a tile on position (X,Y) is a tile number A, foreground color B, background color C".

I need something like this for a program I am working on.

If it is not possible then I will have to program it to make screenshot from DF window and then process the image in a really complex way to get the actual info... :/
It was there before and it's currently broken. I can look at it and get it fixed I guess :)

Thank you in advance!
I am working on some sort of macro program. It needs to read things like list of available building materials from screen so it can select the proper one.
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