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Author Topic: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)  (Read 871425 times)

Kami

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1065 on: February 17, 2012, 08:04:07 am »

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)
Calculated my starting year to 0x06021600. No reference within the creatures-vector.
But found the value at some places:
Found '' (00160206) = 0x0043f94c (uncorrected:0x0043f94c)
Found '' (00160206) = 0x0ae27fff (uncorrected:0x0ae27fff)
Found '' (00160206) = 0x0ae32fff (uncorrected:0x0ae32fff)
Found '' (00160206) = 0x0ae35fff (uncorrected:0x0ae35fff)
Found '' (00160206) = 0x0ae47fff (uncorrected:0x0ae47fff)
Found '' (00160206) = 0x0ae62fff (uncorrected:0x0ae62fff)
Found '' (00160206) = 0x0ae88fff (uncorrected:0x0ae88fff)
Found '' (00160206) = 0x0ae95fff (uncorrected:0x0ae95fff)
Found '' (00160206) = 0x0ae9dfff (uncorrected:0x0ae9dfff)
Found '' (00160206) = 0x0aeb08bf (uncorrected:0x0aeb08bf)
Found '' (00160206) = 0x0aeb8fff (uncorrected:0x0aeb8fff)
Found '' (00160206) = 0x0aec0fff (uncorrected:0x0aec0fff)
Found '' (00160206) = 0x0aec3fff (uncorrected:0x0aec3fff)
Found '' (00160206) = 0x156656f7 (uncorrected:0x156656f7)
Found '' (00160206) = 0x15c46137 (uncorrected:0x15c46137)
Found '' (00160206) = 0x2b8f5aa3 (uncorrected:0x2b8f5aa3)

Looking at the raws it seems like at 0x0ae* are stored historical information according to my fortress and world.

I would say the game does not track the arrival of the dwarf within the structure in the dwarf vector but in aspecial  history-vector. But I didn't find references...

I also found:
H
0x0aacbdc0 | 65 20 61 72 72 69 76 65 64 20 61 74 20 4c 69 6d | e arrived at Lim
0x0aacbdd0 | 83 72 69 64 65 6e 20 6f 6e 20 74 68 65 20 31 73 | 83riden on the 1s
0x0aacbde0 | 74 20 6f 66 20 47 72 61 6e 69 74 65 20 69 6e 20 | t of Granite in
0x0aacbdf0 | 74 68 65 20 79 65 61 72 20 32 35 31 2e 20 20 5b | the year 251.

...but this seems to be just a string with my displayed thoughts an preferences.
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Maldevious

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1066 on: February 17, 2012, 08:38:00 am »

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.

I ended up restarting DF and DT this morning, and things started work as they should. So, no worries. Perhaps I failed to restart them after changing the .ini. My bad.
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schismatise

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1067 on: February 17, 2012, 10:04:40 am »

I also found:
H
0x0aacbdc0 | 65 20 61 72 72 69 76 65 64 20 61 74 20 4c 69 6d | e arrived at Lim
0x0aacbdd0 | 83 72 69 64 65 6e 20 6f 6e 20 74 68 65 20 31 73 | 83riden on the 1s
0x0aacbde0 | 74 20 6f 66 20 47 72 61 6e 69 74 65 20 69 6e 20 | t of Granite in
0x0aacbdf0 | 74 68 65 20 79 65 61 72 20 32 35 31 2e 20 20 5b | the year 251.

...but this seems to be just a string with my displayed thoughts an preferences.

That looks pretty damn useful to me. Even if the information you're looking for is just stored at the end of a seperate string, it does seem to be the last thing in the string, in all cases i've seen it in - surely that's predictable enough to be extracted as usable data? Either way, good work to you, sir.

Edit: Apologies if i am ignorant of context.
« Last Edit: February 17, 2012, 12:48:54 pm by schismatise »
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Broan13

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1068 on: February 17, 2012, 11:54:04 am »

Quick bug that I found.

All children are being called Beekeepers.

EDIT:  Just saw that this has been posted.  sorry.
« Last Edit: February 17, 2012, 12:03:54 pm by Broan13 »
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TerryDactyl

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1069 on: February 17, 2012, 01:11:47 pm »

Did apply quick-fix for professions. Solved some issues.

Reporting bugs in displaying dwarves-by-wave. They're all mix-mashed up in illogical ways.

Weaselcake

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1070 on: February 17, 2012, 02:11:23 pm »

Being able to Nickname your dwarves through DT is also a bug I believe. I click 'ok' and nothing happens.
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Darmarius

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1071 on: February 17, 2012, 02:43:05 pm »

Guys, please go to the google code project page to post bugs/issues and do a little search to see if your bug has been found first. Much more manageable that way, it takes 10 seconds on your part but saves lots of time for the dev(s). You can also upvote a bug report to give it more visibility and probably fixed faster.

Right now DE is working hard on the migration wave issue, which is the most pressing bug as of now, and until that is fixed probably no other bug will be fixed.
Thanks!
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TerryDactyl

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1072 on: February 17, 2012, 04:08:50 pm »

please go to the google code project page to post bugs/issues

Thanks Darmarius, wasn't aware of this resource.

ActnMoviHeroBoy

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1073 on: February 17, 2012, 04:56:15 pm »

I'd like to suggest one thing, if we're doing that now. DT currently shows only about half of a dwarf's attributes. I think the ones missing are called Soul Attributes, but I could be wrong. Anyway, these have marginal use normally but I think I could find a use for them. Could the attribute panel be extended to show these other stats?

As always, many thanks to everyone working on this.
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The landscape routinely being soaked in flammable fluids somehow seems less than benevolent.
GENERATION 29:
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DwarfEngineer

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1074 on: February 17, 2012, 09:04:52 pm »

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)
Calculated my starting year to 0x06021600. No reference within the creatures-vector.
But found the value at some places:
Found '' (00160206) = 0x0043f94c (uncorrected:0x0043f94c)
Found '' (00160206) = 0x0ae27fff (uncorrected:0x0ae27fff)
Found '' (00160206) = 0x0ae32fff (uncorrected:0x0ae32fff)
Found '' (00160206) = 0x0ae35fff (uncorrected:0x0ae35fff)
Found '' (00160206) = 0x0ae47fff (uncorrected:0x0ae47fff)
Found '' (00160206) = 0x0ae62fff (uncorrected:0x0ae62fff)
Found '' (00160206) = 0x0ae88fff (uncorrected:0x0ae88fff)
Found '' (00160206) = 0x0ae95fff (uncorrected:0x0ae95fff)
Found '' (00160206) = 0x0ae9dfff (uncorrected:0x0ae9dfff)
Found '' (00160206) = 0x0aeb08bf (uncorrected:0x0aeb08bf)
Found '' (00160206) = 0x0aeb8fff (uncorrected:0x0aeb8fff)
Found '' (00160206) = 0x0aec0fff (uncorrected:0x0aec0fff)
Found '' (00160206) = 0x0aec3fff (uncorrected:0x0aec3fff)
Found '' (00160206) = 0x156656f7 (uncorrected:0x156656f7)
Found '' (00160206) = 0x15c46137 (uncorrected:0x15c46137)
Found '' (00160206) = 0x2b8f5aa3 (uncorrected:0x2b8f5aa3)

Looking at the raws it seems like at 0x0ae* are stored historical information according to my fortress and world.

I would say the game does not track the arrival of the dwarf within the structure in the dwarf vector but in aspecial  history-vector. But I didn't find references...

I also found:
H
0x0aacbdc0 | 65 20 61 72 72 69 76 65 64 20 61 74 20 4c 69 6d | e arrived at Lim
0x0aacbdd0 | 83 72 69 64 65 6e 20 6f 6e 20 74 68 65 20 31 73 | 83riden on the 1s
0x0aacbde0 | 74 20 6f 66 20 47 72 61 6e 69 74 65 20 69 6e 20 | t of Granite in
0x0aacbdf0 | 74 68 65 20 79 65 61 72 20 32 35 31 2e 20 20 5b | the year 251.

...but this seems to be just a string with my displayed thoughts an preferences.
Been chasing the string lead for a while now with no luck. The string is loaded on demand, so it doesn't show up until you actually go to the preferences screen. In addition, the timestamp or what-have-you of the arrival time does not appear to be saved in memory - at least not in the format I discovered for dwarves birth dates. Still banging my head on this one. :-/
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Gearheart

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1075 on: February 17, 2012, 09:16:51 pm »

In the meantime, I find a good way of making sure you know which dwarves are new is to enable the alchemy labour on all dwarves once you are finished setting up their labours. Because the alchemy labour currently does nothing, you can then tell which dwarves arrived with the latest way via the lack of alchemy labour.

It's not a fix, but it helps keep track while the bug is around.
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Darmarius

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1076 on: February 17, 2012, 10:07:19 pm »

My guess would be that the dwarf doesn't store it's "arrival date" itself; instead, it has a vector of pointer to historical events related to him. That's my guess since a dwarf can have lots of historical events associated to him, arrival to X is simply one of them.

It's a wild guess though...
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Weaselcake

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1077 on: February 18, 2012, 03:44:35 am »

It's the weekend now btw.
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Maldevious

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1078 on: February 18, 2012, 07:15:33 am »

In the meantime, I find a good way of making sure you know which dwarves are new is to enable the alchemy labour on all dwarves once you are finished setting up their labours. Because the alchemy labour currently does nothing, you can then tell which dwarves arrived with the latest way via the lack of alchemy labour.

It's not a fix, but it helps keep track while the bug is around.

Another good way to tell is that all new dwarves come in with Feed Patients and Recover Wounded checked, which, if you use the custom professions, only doctors and nurses tend to have on by default.
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kionmaru

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1079 on: February 18, 2012, 09:03:55 am »

Here's the ini file I've got right now for DT Linux, for DF2012 0.34.02:

Code: [Select]
[info]
checksum=0xf4fc8347
version_name=v0.34.02
complete=true

[addresses]
translation_vector=0x095ca018
language_vector=0x095ca000
creature_vector=0x09588ccc
dwarf_race_index=0x09570660
squad_vector=0x095c6bd4

[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
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