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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 571927 times)

Thundercraft

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #420 on: April 21, 2011, 09:20:27 pm »

Am I the only one here who suddenly had a thought of some guy with Oglokoog's avatar's head walking through downtown with a bloody knife and high quality sound recording equipment, asking passerby about where he can find the nearest pig and cow?
Er... something like that.

That scream was one of a few things that annoyed me with the SoundPack. Which is why I had worked towards replacing the dying sounds with more appropriate ones several months ago (along with lots of new pet birth sounds and new pet maturity sounds). However, for various reasons (including illness & a death in the family), my project has been postponed.

Is there any dying sound other than the default Wilhelm scream?
If not, should I try and make some? Dogs, cows, pigs and cats shouldn't be very difficult at the very least.

Making death cries for animals? That would be very cool. But I seem to recall there being a problem implementing that because DF did not differentiate between animal deaths and civ deaths. Or am I mistaken?  :-\

Have you looked in the current packSkeletons.zip to see if there are logPatterns for animal deaths? (It should be in the deaths.xml file in the "deaths" folder.) If you can find log patterns for it, then it should be possible. But I've not downloaded SoundSense since DF version 31.19 came out, so I wouldn't know.

As for replacements (plural) of the dying cries for humanoids, I got somewhere around 50% to 75% completed when other stuff took priority. I just want folks to know that I haven't forgotten this project (or Dwarf Fortress, for that matter) and that I still plan to finish some of my work... eventually.
« Last Edit: April 21, 2011, 11:58:03 pm by Thundercraft »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #421 on: April 25, 2011, 11:15:16 am »

Made small changes - forgotten beast detection, breath attacks and other stuff.

Also, finally got gremling so now we have sound for that too.

Yes, you see the exact string you enter in the vocalization RAWs, and it shows in your changelog. So it's TOTALLY customizable.

That is quite nice.

Does this happen in fortress mode too?

Is there any dying sound other than the default Wilhelm scream?
If not, should I try and make some? Dogs, cows, pigs and cats shouldn't be very difficult at the very least.

Making death cries for animals? That would be very cool. But I seem to recall there being a problem implementing that because DF did not differentiate between animal deaths and civ deaths. Or am I mistaken?  :-\

Animals can sometimes be detected, named animals being problem they cant really be differentiated, so that is at least partially possible.

I would also like to differentiate between butchering and combat deaths for animals - something much less alarming for butchering.

Moonshine Fox

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #422 on: April 25, 2011, 01:54:23 pm »

Still keep getting Java crashes or "Java has stopped working" whenever I try to start this :/ Win 7, 64bit.
Attached log.
Code: [Select]
#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000007fef1c8c430, pid=5072, tid=4876
#
# JRE version: 6.0_25-b06
# Java VM: Java HotSpot(TM) 64-Bit Server VM (20.0-b11 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [S3DWrapperD3D9.dll+0xbc430]
#
# If you would like to submit a bug report, please visit:
#   http://java.sun.com/webapps/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

---------------  T H R E A D  ---------------

Current thread (0x0000000006a66000):  JavaThread "AWT-Windows" daemon [_thread_in_native, id=4876, stack(0x00000000084c0000,0x00000000085c0000)]

siginfo: ExceptionCode=0xc0000005, reading address 0x0000000000000000

Registers:
RAX=0x000007fef1c9efbc, RBX=0x00000000085bdc28, RCX=0x00000000085bdc28, RDX=0x0000000000000000
RSP=0x00000000085bdbb0, RBP=0x00000000085bdf50, RSI=0x000000000aa58450, RDI=0x00000000000003ff
R8 =0x0000000000000000, R9 =0x0000000000000000, R10=0x0000000000000507, R11=0x000000000000037f
R12=0x0000000000000000, R13=0x000000000a94ffa8, R14=0x00000000085be188, R15=0x000007fef1e76940
RIP=0x000007fef1c8c430, EFLAGS=0x0000000000010202

Top of Stack: (sp=0x00000000085bdbb0)
0x00000000085bdbb0:   000000000000001d 0000000000000000
0x00000000085bdbc0:   fffffffffffffffe fffffffffffffffe
0x00000000085bdbd0:   000000000a94ffa8 000007fef1c9e468
0x00000000085bdbe0:   000000000a9502d0 000000000aa58450
0x00000000085bdbf0:   000000000a93ad78 0000000000000000
0x00000000085bdc00:   fffffffffffffffe fffffffffffffffe
0x00000000085bdc10:   00000000000003ff 000007fef1c9f47f
0x00000000085bdc20:   000000000a94ffa8 0000000000000000
0x00000000085bdc30:   0000000000000800 000000000aa58450
0x00000000085bdc40:   fffffffffffffffe 000007fef1c9efbc
0x00000000085bdc50:   0000000000000000 000000000a94ffa8
0x00000000085bdc60:   000007fef1c9efbc 0000000000000000
0x00000000085bdc70:   0000000000000000 000000000a93d390
0x00000000085bdc80:   000000000a93d508 000007fef1cdc070
0x00000000085bdc90:   000000000a94ffa8 000000000aa58450
0x00000000085bdca0:   000000000a94ffa8 fffffffffffffffe

Instructions: (pc=0x000007fef1c8c430)
0x000007fef1c8c410:   9c 95 1e 00 e8 47 aa ff ff 48 83 23 00 48 83 c4
0x000007fef1c8c420:   20 5b c3 cc 40 53 48 83 ec 20 48 8b d9 48 89 11
0x000007fef1c8c430:   48 8b 0a e8 80 aa ff ff 48 8b c3 48 83 c4 20 5b
0x000007fef1c8c440:   c3 cc cc cc 48 8b 09 48 8b 09 e9 b5 aa ff ff cc


Register to memory mapping:

RAX=0x000007fef1c9efbc is an unknown value
RBX=0x00000000085bdc28 is pointing into the stack for thread: 0x0000000006a66000
RCX=0x00000000085bdc28 is pointing into the stack for thread: 0x0000000006a66000
RDX=0x0000000000000000 is an unknown value
RSP=0x00000000085bdbb0 is pointing into the stack for thread: 0x0000000006a66000
RBP=0x00000000085bdf50 is pointing into the stack for thread: 0x0000000006a66000
RSI=0x000000000aa58450 is an unknown value
RDI=0x00000000000003ff is an unknown value
R8 =0x0000000000000000 is an unknown value
R9 =0x0000000000000000 is an unknown value
R10=0x0000000000000507 is an unknown value
R11=0x000000000000037f is an unknown value
R12=0x0000000000000000 is an unknown value
R13=0x000000000a94ffa8 is an unknown value
R14=0x00000000085be188 is pointing into the stack for thread: 0x0000000006a66000
R15=0x000007fef1e76940 is an unknown value


Stack: [0x00000000084c0000,0x00000000085c0000],  sp=0x00000000085bdbb0,  free space=1014k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  [S3DWrapperD3D9.dll+0xbc430]  D3DPERF_GetStatus+0xa81f0

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
j  sun.java2d.d3d.D3DGraphicsDevice.getDeviceCapsNative(I)I+0
j  sun.java2d.d3d.D3DGraphicsDevice.access$000(I)I+1
j  sun.java2d.d3d.D3DGraphicsDevice$1.run()V+8
v  ~StubRoutines::call_stub
j  sun.awt.windows.WToolkit.eventLoop()V+0
j  sun.awt.windows.WToolkit.run()V+52
j  java.lang.Thread.run()V+11
v  ~StubRoutines::call_stub

---------------  P R O C E S S  ---------------

Java Threads: ( => current thread )
  0x000000000072b800 JavaThread "DestroyJavaVM" [_thread_blocked, id=4940, stack(0x00000000028f0000,0x00000000029f0000)]
  0x00000000081d4000 JavaThread "ListenerToProcesorsGlue" [_thread_blocked, id=4236, stack(0x000000000a0a0000,0x000000000a1a0000)]
  0x0000000009707000 JavaThread "AWT-EventQueue-0" [_thread_in_native, id=1312, stack(0x0000000009fa0000,0x000000000a0a0000)]
  0x0000000007ff6800 JavaThread "AWT-Shutdown" [_thread_blocked, id=3984, stack(0x0000000009ea0000,0x0000000009fa0000)]
  0x0000000006a92000 JavaThread "VolumeAdjustment" [_thread_blocked, id=4308, stack(0x00000000083c0000,0x00000000084c0000)]
=>0x0000000006a66000 JavaThread "AWT-Windows" daemon [_thread_in_native, id=4876, stack(0x00000000084c0000,0x00000000085c0000)]
  0x0000000006a60800 JavaThread "Java2D Disposer" daemon [_thread_blocked, id=4872, stack(0x00000000082c0000,0x00000000083c0000)]
  0x000000000695f000 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=2608, stack(0x0000000007a30000,0x0000000007b30000)]
  0x0000000006954000 JavaThread "C2 CompilerThread1" daemon [_thread_blocked, id=3104, stack(0x0000000007930000,0x0000000007a30000)]
  0x000000000693b000 JavaThread "C2 CompilerThread0" daemon [_thread_blocked, id=4184, stack(0x0000000007830000,0x0000000007930000)]
  0x0000000006939800 JavaThread "Attach Listener" daemon [_thread_blocked, id=1924, stack(0x0000000007730000,0x0000000007830000)]
  0x0000000006938800 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=3352, stack(0x0000000007630000,0x0000000007730000)]
  0x00000000068e8000 JavaThread "Finalizer" daemon [_thread_blocked, id=4444, stack(0x0000000007530000,0x0000000007630000)]
  0x00000000068e1800 JavaThread "Reference Handler" daemon [_thread_blocked, id=3120, stack(0x0000000007430000,0x0000000007530000)]

Other Threads:
  0x00000000068d8000 VMThread [stack: 0x0000000007330000,0x0000000007430000] [id=1468]
  0x0000000006970800 WatcherThread [stack: 0x0000000007b30000,0x0000000007c30000] [id=2484]

VM state:not at safepoint (normal execution)

VM Mutex/Monitor currently owned by a thread: None

Heap
 PSYoungGen      total 28672K, used 8391K [0x00000000e00b0000, 0x00000000e20a0000, 0x0000000100000000)
  eden space 24640K, 34% used [0x00000000e00b0000,0x00000000e08e1de0,0x00000000e18c0000)
  from space 4032K, 0% used [0x00000000e1cb0000,0x00000000e1cb0000,0x00000000e20a0000)
  to   space 4032K, 0% used [0x00000000e18c0000,0x00000000e18c0000,0x00000000e1cb0000)
 PSOldGen        total 65472K, used 0K [0x00000000a0200000, 0x00000000a41f0000, 0x00000000e00b0000)
  object space 65472K, 0% used [0x00000000a0200000,0x00000000a0200000,0x00000000a41f0000)
 PSPermGen       total 21248K, used 10284K [0x000000009b000000, 0x000000009c4c0000, 0x00000000a0200000)
  object space 21248K, 48% used [0x000000009b000000,0x000000009ba0b100,0x000000009c4c0000)

Code Cache  [0x00000000029f0000, 0x0000000002c60000, 0x00000000059f0000)
 total_blobs=370 nmethods=55 adapters=268 free_code_cache=49744448 largest_free_block=8000

Dynamic libraries:
0x0000000000400000 - 0x000000000042e000 C:\Windows\system32\java.exe
0x0000000077680000 - 0x000000007782c000 C:\Windows\SYSTEM32\ntdll.dll
0x0000000077560000 - 0x000000007767f000 C:\Windows\system32\kernel32.dll
0x000007fefd690000 - 0x000007fefd6fb000 C:\Windows\system32\KERNELBASE.dll
0x0000000064d00000 - 0x0000000064d3e000 C:\Program Files\Alwil Software\Avast5\snxhk64.dll
0x000007fefdcb0000 - 0x000007fefdd8b000 C:\Windows\system32\ADVAPI32.dll
0x000007fefd9b0000 - 0x000007fefda4f000 C:\Windows\system32\msvcrt.dll
0x000007fefe4d0000 - 0x000007fefe4ef000 C:\Windows\SYSTEM32\sechost.dll
0x000007fefdf80000 - 0x000007fefe0ae000 C:\Windows\system32\RPCRT4.dll
0x000007fef00e0000 - 0x000007fef0104000 E:\Program\iZ3D\Win64\S3DInjector.dll
0x000007fefe6a0000 - 0x000007fefe711000 C:\Windows\system32\SHLWAPI.dll
0x000007fefdd90000 - 0x000007fefddf7000 C:\Windows\system32\GDI32.dll
0x0000000077460000 - 0x000000007755a000 C:\Windows\system32\USER32.dll
0x000007fefe820000 - 0x000007fefe82e000 C:\Windows\system32\LPK.dll
0x000007feff6f0000 - 0x000007feff7ba000 C:\Windows\system32\USP10.dll
0x000007fefe4a0000 - 0x000007fefe4ce000 C:\Windows\system32\IMM32.DLL
0x000007fefe4f0000 - 0x000007fefe5f9000 C:\Windows\system32\MSCTF.dll
0x000000006d7f0000 - 0x000000006dfa8000 C:\Program Files\Java\jre6\bin\server\jvm.dll
0x000007fefaed0000 - 0x000007fefaf0b000 C:\Windows\system32\WINMM.dll
0x000000006d760000 - 0x000000006d76e000 C:\Program Files\Java\jre6\bin\verify.dll
0x000000006d3b0000 - 0x000000006d3d7000 C:\Program Files\Java\jre6\bin\java.dll
0x0000000077840000 - 0x0000000077847000 C:\Windows\system32\PSAPI.DLL
0x000000006d7b0000 - 0x000000006d7c2000 C:\Program Files\Java\jre6\bin\zip.dll
0x000000006d000000 - 0x000000006d1c3000 C:\Program Files\Java\jre6\bin\awt.dll
0x000007fefae60000 - 0x000007fefaed0000 C:\Windows\system32\WINSPOOL.DRV
0x000007fefe0b0000 - 0x000007fefe2b2000 C:\Windows\system32\ole32.dll
0x000007fefe830000 - 0x000007feff5b6000 C:\Windows\system32\SHELL32.dll
0x000007fefc010000 - 0x000007fefc204000 C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7600.16661_none_fa62ad231704eab7\COMCTL32.dll
0x000007fefb950000 - 0x000007fefb968000 C:\Windows\system32\DWMAPI.DLL
0x000007fefbda0000 - 0x000007fefbdf6000 C:\Windows\system32\uxtheme.dll
0x0000000063570000 - 0x000000006359d000 E:\Program\Fraps\fraps64.dll
0x000007fefd510000 - 0x000007fefd51f000 C:\Windows\system32\CRYPTBASE.dll
0x000000006d2a0000 - 0x000000006d306000 C:\Program Files\Java\jre6\bin\fontmanager.dll
0x000007fef3e50000 - 0x000007fef404f000 C:\Windows\system32\d3d9.dll
0x000007fefc730000 - 0x000007fefc73c000 C:\Windows\system32\VERSION.dll
0x000007fef3e00000 - 0x000007fef3e07000 C:\Windows\system32\d3d8thk.dll
0x000007fef1bd0000 - 0x000007fef1e9b000 E:\Program\iZ3D\Win64\S3DWrapperD3D9.dll
0x000007fef1950000 - 0x000007fef1bc5000 C:\Windows\system32\d3dx9_42.dll
0x000007fefe740000 - 0x000007fefe817000 C:\Windows\system32\OLEAUT32.dll
0x000007fef3b20000 - 0x000007fef3b9f000 E:\Program\iZ3D\Win64\S3DAPI.dll
0x0000000180000000 - 0x000000018022f000 E:\Program\iZ3D\Win64\S3DDevIL.dll
0x000007fefd540000 - 0x000007fefd54f000 C:\Windows\system32\profapi.dll
0x000007fef3820000 - 0x000007fef3847000 E:\Program\iZ3D\Win64\OutputMethods\AnaglyphOutput.dll
0x000007feeae50000 - 0x000007feeba91000 C:\Windows\system32\nvd3dumx.dll
0x000007fefbe00000 - 0x000007fefbe2c000 C:\Windows\system32\powrprof.dll
0x000007fefe2c0000 - 0x000007fefe497000 C:\Windows\system32\SETUPAPI.dll
0x000007fefd7e0000 - 0x000007fefd816000 C:\Windows\system32\CFGMGR32.dll
0x000007fefd820000 - 0x000007fefd83a000 C:\Windows\system32\DEVOBJ.dll

VM Arguments:
jvm_args: -Djava.util.logging.config.file=logging.properties
java_command: cz.zweistein.df.soundsense.SoundSense
Launcher Type: SUN_STANDARD

Environment Variables:
CLASSPATH=.\;lib\MP3SPI\mp3spi1.9.4.jar;lib\MP3SPI\jl1.0.jar;lib\OGGSPI\jogg-0.0.7.jar;lib\OGGSPI\jorbis-0.0.15.jar;lib\OGGSPI\vorbisspi1.0.3.jar;lib\tritonus_share.jar;lib\commons-codec-1.4\commons-codec-1.4.jar;lib\autoUpdater.jar;soundSense.jar
PATH=C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Windows\system32;C:\Windows\System32\WindowsPowerShell\v1.0\;E:\Program\MiKTeX\miktex\bin;
USERNAME=Tobias
OS=Windows_NT
PROCESSOR_IDENTIFIER=Intel64 Family 6 Model 26 Stepping 4, GenuineIntel



---------------  S Y S T E M  ---------------

OS: Windows 7 Build 7600

CPU:total 8 (4 cores per cpu, 2 threads per core) family 6 model 26 stepping 4, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1, sse4.2, popcnt, ht

Memory: 4k page, physical 6282360k(4359612k free), swap 7304464k(4975720k free)

vm_info: Java HotSpot(TM) 64-Bit Server VM (20.0-b11) for windows-amd64 JRE (1.6.0_25-b06), built on Apr 14 2011 00:44:38 by "java_re" with MS VC++ 8.0 (VS2005)

time: Mon Apr 25 20:51:30 2011
elapsed time: 1 seconds

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daveok

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #423 on: April 29, 2011, 05:49:41 pm »

Thanks a lot for making Soundsense. Along with a graphic's pack, this really made the game great for me.
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Dave1004

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #424 on: May 01, 2011, 12:15:08 am »

How long does the automatic update take? I don't have a fast network (256K, at least it's not 56K=), and it's been going for a looooong time now...zzz

Sorry.
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Hardcap of 200 MB/24 hours.

Thundercraft

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #425 on: May 01, 2011, 07:47:30 pm »

How long does the automatic update take? I don't have a fast network (256K, at least it's not 56K=), and it's been going for a looooong time now...zzz

The SoundPack alone is over 136 Mb. So, yeah, it's going to take a while. But I'm rather glad that the SoundPack is so big: It's big because it's packed full of awesome sounds and music!  8)

Yes, downloading everything does tend to try the patience of players - especially those of us with a slow connection. And, yes, it would be nice if the automatic updater could give an estimate of how long it will take to update or how many minutes remain. But that's merely a minor issue for me.

That said, I find it more "satisfying" to download the SoundPack.zip from the SoundSense home page and install it manually, then let use the automatic update feature to bring it up to date. [Or can that method potentially leave behind some obsolete sounds that SoundSense no longer needs? ??? ]

At least that way I know when the SoundPack will finish downloading and the rest of the updates should be brief in comparison. Even better, the SoundPack.zip can be saved and re-used later if I need to re-install. But then, some players are lazy or have difficulty with computers, so installing .ZIP files manually may not be their cup of tea.
« Last Edit: May 01, 2011, 07:50:35 pm by Thundercraft »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #426 on: May 02, 2011, 04:35:59 am »

Still keep getting Java crashes or "Java has stopped working" whenever I try to start this :/ Win 7, 64bit.
Attached log.

...

You might want to try disabling iZ3D stereo mode - java hates some 3D displays and its driver is where it crashed.

How long does the automatic update take? I don't have a fast network (256K, at least it's not 56K=), and it's been going for a looooong time now...zzz

Yes, downloading everything does tend to try the patience of players - especially those of us with a slow connection. And, yes, it would be nice if the automatic updater could give an estimate of how long it will take to update or how many minutes remain. But that's merely a minor issue for me.

That said, I find it more "satisfying" to download the SoundPack.zip from the SoundSense home page and install it manually, then let use the automatic update feature to bring it up to date. [Or can that method potentially leave behind some obsolete sounds that SoundSense no longer needs? ??? ]


Yeah, for fresh install downloading soundpack.zip first and updating it later is way to go.

As for ETA - yeah, that is something I need to add to updater library and which will eventually find its way to soundsense.

And for leftovers - they are being deleted. Caution if you make custom changes:, autoupdate will detect them as corrupt files and replace them.

highkoo

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #427 on: May 10, 2011, 09:58:05 pm »

Hmmm i cant even get this to unpack... using WinRAR, help

"Archive is either unknown format or dmg?

****EDIT****
Fixed, used a diff browser to download thx :)
« Last Edit: May 10, 2011, 10:04:58 pm by highkoo »
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Nithrer

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #428 on: May 16, 2011, 10:43:12 am »

i'm having problems running SoundSense: i'm on a macBook Air, with osx 10.6 installed, i followed the instructions and downloaded the soundpack, (and applied the fix @page 13), but every time i try to start it up, the terminal gives me this:

Spoiler (click to show/hide)
my guess is that it has something to do with the autoupdater... does anyone knows why this happens?
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #429 on: May 18, 2011, 05:05:37 am »

my guess is that it has something to do with the autoupdater... does anyone knows why this happens?

Since page 13 autoupdater library was added as dependency so you need to add reference to it to that batch file.

Wouldn't soundSense.sh work?

evileeyore

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #430 on: May 18, 2011, 12:05:05 pm »

How do you get this program to work?

After extraction I don't even have a "useable" file, it extracts as "soundSense_28_133" and is unrecognizable having no file extensions.

[EDITTED]
Note, both winzip and winace claim the zip is corrupt, is there a non-corrupt location to get this from?  But I used UnExtractor first and didn't notice this until after I'd posted...
[/EDITTED]
« Last Edit: May 18, 2011, 12:07:54 pm by evileeyore »
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evileeyore

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #431 on: May 18, 2011, 12:12:33 pm »

Ah.

I see, for some reason your site doesn't work properly with Internet Explorer.
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Aklyon

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #432 on: May 18, 2011, 03:17:58 pm »

have you tried any other extractors? (7zip, WinRAR, etc)
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

DrKillPatient

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #433 on: May 19, 2011, 05:27:57 pm »

I attempted to use a startup script that you'd posted a while earlier in this thread in order to get SS to work on Ubuntu, and it seems a bit broken for me. Whenever I start it, it gives me these errors:

Spoiler (click to show/hide)

I'm on Linux Mint, which is a derivative of Ubuntu, so I doubt my distro alone is causing the problem. Something with Java, perhaps? Or is that year-old script not updated for the latest version?
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"Frankly, if you're hanging out with people who tell you to use v.begin() instead of &v[0], you need to rethink your social circle."
    Scott Meyers, Effective STL

I've written bash scripts to make using DF easier under Linux!

Nithrer

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #434 on: May 20, 2011, 06:49:19 am »


Since page 13 autoupdater library was added as dependency so you need to add reference to it to that batch file.
ehm.. i'm kinda of a noob when it comes to bash scripts, could you tell me how to do it?

Wouldn't soundSense.sh work?
if i try to open soundsense.sh the Terminal gives me back a "bad interpreter, no such file or directory" error...
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