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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 571453 times)

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #915 on: January 15, 2013, 02:29:04 pm »

I have ran exe itself through scanner and it indeed gives positive in clamav: http://virusscan.jotti.org/en/scanresult/c6e9d6cdddc61dc1cd105116c3b6503ea2c59dae with avg being okay.

I will chalk it as false positive, probably because exe launcher is compressed.

You can remove this file safely if you are running ss through .cmd file if you want to be safe.

thburns

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #916 on: January 15, 2013, 03:34:36 pm »

One other thing. After I have it installed and all files updated (damn it takes a while for that last part), and I have it pointing to the right game.txt, or whatever the file it says, Will it just start up automatically or do I have to do other things as well?
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Reudh

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #917 on: January 16, 2013, 07:18:15 pm »

You have to start up Soundsense independently of DF; it doesn't start up auto like DFhack. Run it via the soundsense.exe file.

And Zwei, ClamAV is well known for picking up false positives everywhere. :)

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #918 on: January 17, 2013, 02:18:21 am »

Speaking of dfhack:

I made some small progress with side project "dfhack4ss", here is first draft of lua script:

Spoiler (click to show/hide)

It reads current state of game and outputs it in logfile (which soundsense modified to read multiple files reads) so that it can restore some state information afer game is loaded:
* Weather
* Seasons

I would like to add more messages, begining with:
* Siege start (used to show in logfiles, disabled with recent updates), however i have no idea how to read siege state in dfhack.
* Siege end (if we can detect start, end would be easy)
* Dwarf reaching legendary (also used to show in logfiles, disabled in df 2010)

Also, items mentioned in: http://www.bay12forums.com/smf/index.php?topic=64834.msg1520083#msg1520083

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #919 on: January 20, 2013, 05:56:43 am »

New release, r38: http://df.zweistein.cz/soundsense/soundSense_38_174.zip

* You can now toggle whole groups of configs in same directory.
* SS now supports reading from multiple log files. Wee.

* There is now dfhack lua script (in dfhack/scripts directory), soundsense which outputs additional information to log:

- Current season
- Current weather

- It notifies mayor re-elections and replacements

This information is also processed by soundsense.

More will be added as i become familiar with lua and dfhack library.
« Last Edit: January 20, 2013, 01:17:05 pm by zwei »
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jwest23

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #920 on: January 20, 2013, 08:57:42 am »

Thanks for the new release, zwei.  I just tried to run it and am getting the following:

20/01/2013 08:53:05.203: SoundSense for Dwarf Fortress is starting...
20/01/2013 08:53:05.215: release #38 build #173 date 20.01.2013 10:55:41
Exception in thread "main" java.lang.NullPointerException
        at cz.zweistein.df.soundsense.config.ConfigurationXML.parsePathList(Unkn
own Source)
        at cz.zweistein.df.soundsense.config.ConfigurationXML.<init>(Unknown Sou
rce)
        at cz.zweistein.df.soundsense.SoundSense.main(Unknown Source)

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Skin36

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #921 on: January 20, 2013, 09:36:47 am »

I have the same problem
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #922 on: January 20, 2013, 01:14:33 pm »

I have the same problem

Duh, bad config file, replace

Code: [Select]
<supplementallogs>
  <item path="${gamelogBaseDir}/ss_fix.log"/>
  </supplementallogs>

With

Code: [Select]
<supplementalLogs>
  <item path="${gamelogBaseDir}/ss_fix.log"/>
  </supplementalLogs>

In configuration.xml

Fixed vesrion here: http://df.zweistein.cz/soundsense/soundSense_38_174.zip
« Last Edit: January 20, 2013, 01:16:55 pm by zwei »
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Skin36

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #923 on: January 20, 2013, 03:03:49 pm »

ss_fix.log not found.
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #924 on: January 20, 2013, 03:46:53 pm »

ss_fix.log not found.

not an issue to worry about... it is just looking for supplemental logs from dfhack plugin
« Last Edit: January 21, 2013, 08:30:19 am by zwei »
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Skin36

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #925 on: January 21, 2013, 12:09:39 pm »

)))
« Last Edit: January 23, 2013, 12:23:16 pm by Skin36 »
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Quarterblue

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #926 on: January 26, 2013, 06:44:47 pm »

Is there any link to old soundpacks, or better yet, a list of all the tracks used? I liked some of the old soundtracks that have been removed in the latest soundpacks.
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #927 on: January 27, 2013, 12:43:35 pm »

Made video of new dfhack integration: http://www.youtube.com/watch?v=W50iXvwBdXQ

Sounds of workshops being build and dwarves getting skillups come from dfhack script

WillowLuman

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #928 on: January 27, 2013, 01:31:41 pm »

There's 2 tracks here that I found fitting:
http://www.terriblefate.com/

4 and 9
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jwest23

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #929 on: January 27, 2013, 05:04:12 pm »

So, after seeing the video, I'm totally sold on the dfhack script.  I'm getting the following error:

[DFHack]# lua hack/lua/soundsense.lua
Winter has arrived on the calendar.
It has started raining.
hack/lua/soundsense.lua:111: attempt to call field 'timeout' (a nil value)
stack traceback:
        hack/lua/soundsense.lua:111: in function 'event_loop'
        hack/lua/soundsense.lua:114: in main chunk
[DFHack]#

Thanks, zwei!


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