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Author Topic: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)  (Read 871401 times)

Maldevious

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1050 on: February 16, 2012, 08:27:32 pm »

Another interesting thing that I believe I'm noticing, regarding vampires:

Spoiler (click to show/hide)

Now if I could just figure out how to catch him in the act...
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Girlinhat

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1051 on: February 16, 2012, 08:31:50 pm »

I think now is actually a fairly good time to make requests.  His Lordship Engineer has his machine warm and his Therapist hat on, might as well do one update session and add new features at the same time, right?

Albeit, finding offsets and adding features are apples and plating an orange orchard, not exactly fair to compare the two so closely...

kyle902

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1052 on: February 16, 2012, 08:58:19 pm »

I got a rain syndrome on all of my dwarves except for one. When I started up the game again and launched DT the dwarves that had the syndrome where not included in any of the screens.
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Jibekn

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1053 on: February 16, 2012, 09:00:35 pm »

Donate link please.

EDIT: I've gone blind apparently.
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DwarfEngineer

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1054 on: February 16, 2012, 09:50:14 pm »

I think now is actually a fairly good time to make requests.  His Lordship Engineer has his machine warm and his Therapist hat on, might as well do one update session and add new features at the same time, right?

Albeit, finding offsets and adding features are apples and plating an orange orchard, not exactly fair to compare the two so closely...

I do hope to add some features to the next release. Right now I'm hip deep in debugging the migration waves issue.
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Maldevious

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1055 on: February 16, 2012, 09:56:05 pm »

I'll look into this now. Can anyone else confirm that after the game_data.ini fix that I posted above they are also still having children show up as Pressers or anything else but children?

Just got some newly born children showing up as Beekeepers.
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dyn

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1056 on: February 16, 2012, 10:07:08 pm »

Just got some newly born children showing up as Beekeepers.

See my post a couple pages back about new profession IDs. If you have not already applied this quick fix, please do so. This should fix your (and everyone elses) issue till it is added in the next official release.
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Maldevious

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1057 on: February 16, 2012, 10:12:25 pm »

dyn - I had already applied those profession IDs. Not a real big deal, I just re-assign all Beekeepers and Pressers to a custom "Child" profession. Thanks for the hard work.
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notfood

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1058 on: February 16, 2012, 10:18:07 pm »

uuuuuh Linux offsets... I can't figure them out on my own.
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dyn

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1059 on: February 16, 2012, 10:25:08 pm »

dyn - I had already applied those profession IDs. Not a real big deal, I just re-assign all Beekeepers and Pressers to a custom "Child" profession. Thanks for the hard work.

Hmm strange. Any way I could get a copy of the save to take a look at? If not, no worries, I'll start a few games and keep checking the children/babies. Everything is working correctly on my end but there may be other changes that need to be addressed.
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Darmarius

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1060 on: February 16, 2012, 10:49:17 pm »

@notfood

Code: [Select]
[info]
checksum=0xa42a074a
version_name=v0.34.01
complete=true

[addresses]
translation_vector=0x095c7bf8
language_vector=0x095c7be0
creature_vector=0x095868ac
dwarf_race_index=0x0956e240
squad_vector=0x095c47b4

[offsets]
word_table=0x001C

[word_offsets]
base=0x0000
noun_singular=0x0004
noun_plural=0x0008
adjective=0x000C
verb=0x0014
present_simple_verb=0x0018
past_simple_verb=0x001C
past_participle_verb=0x0020
present_participle_verb=0x0024

[dwarf_offsets]
first_name=0x0000
nick_name=0x0004
last_name=0x0008
custom_profession=0x003c
profession=0x0040
race=0x0044
flags1=0x008C
flags2=0x0090
sex=0x00A6
id=0x00A8
recheck_equipment=0x0148
current_job=0x0274
states=0x0
souls=0x05e8
labors=0x0604
happiness=0x0694
squad_ref_id=0x06f8

[soul_details]
skills=0x01D4
traits=0x01EC

[job_details]
id=0x0008
on_break_flag=0x0011
sub_job_id=0x0040

[squad_offsets]
id=0x0000
name=0x000C
members=0x0044

[valid_flags_1]
size=1
1\name=Not from around these parts
1\value=0x80000000

[valid_flags_2]
size=1
1\name=Dead. Deceased. An Undwarf!
1\value=0x02000000

[invalid_flags_1]
size=7
1\name=a zombie
1\value=0x00001000
2\name=a skeleton
2\value=0x00002000
3\name=a merchant or diplomat
3\value=0x00000040
4\name=outpost liason
4\value=0x00000800
5\name=an invader or hostile
5\value=0x00020000
6\name=an invader or hostile
6\value=0x00080000
7\name=an invader or hostile
7\value=0x000C0000

[invalid_flags_2]
size=2
1\name="dead, Jim."
1\value=0x00000080
2\name=from the Underworld. SPOOKY!
2\value=0x00040000

Here's the content of my v0.34.01.ini file for the linux offsets. Put that content in a file under <dwarfTherapistFolder>/etc/memory_layouts/linux/ and DT should pick it up.
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DwarfEngineer

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1061 on: February 17, 2012, 12:15:15 am »

I do hope to add some features to the next release. Right now I'm hip deep in debugging the migration waves issue.

Giving up for the night  >:(
Can't seem to find the location where dwarves arrival date is stored.

Figured out how to calculate the hex value for a dwarven month though:
Code: [Select]
There are 1200 time units per day.
There are 28 days per month.
There are 12 months in a year.

Decimal value of a given date is: 1200 * ((28 * month) + day - 1)

For example:
1 Granite would be 1200 * (28 * 0 + 1-1) = 0
23 Hematite would be 1200 * (28 * 3 + 23-1) = 127200

I think my best bet is to figure out where the game clock offset is, then try to find the migrants offset when the game pauses for new migrants. Otherwise it's storing dwarf wave information as a separate file / settings in dwarf therapist (not at all ideal)

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Gearheart

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1062 on: February 17, 2012, 12:28:13 am »

Note to self: Read the thread before posting, I can see you are already on the migration wave issue and thank you for that.
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Girlinhat

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1063 on: February 17, 2012, 12:32:51 am »

OP might need a large sign when a new release comes out.  "We know about these issues <list>"

Nice Save

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1064 on: February 17, 2012, 02:48:39 am »

If i could adress you a suggestion DE ?
Can you make a button to enable or disable all hauling functions too ?
I think of it for a long time !

If you right click on any group of skills you can enable/disable all of them at once. At least you could in the previous version, I'm holding off on 0.34.01 while I finish my current game on 31.25
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