Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 125 126 [127] 128 129 ... 192

Author Topic: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)  (Read 864161 times)

Shishimaru

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1890 on: April 17, 2012, 03:51:07 pm »

finally i've started adding in some new animal stuff (trained level in the name, not hiding children, hiding hostile/wild animals) so we'll see how that goes...
to hide hostile/wild animals you can filter the civilization id adding in the layout (for the windows version):
[addresses]
current_civ_index=0x01617eb0

[dwarf_offsets]
civ_id=0x010C

and checking the creature civ_id against the player current_civ at the beginning of the Dwarf::get_dwarf

Logged

walberg

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1891 on: April 18, 2012, 08:57:29 am »

I noticed that squads weren't being sorted. I created a new squad(fresh embark) and Dwarf Therapist had the 2 soldiers bolded, but they were under the NoSquad (7) instead of the name of the squad, like the older versions. I haven't tried the one you just posted today, is it fixed?

no i hadn't noticed that, but it's fixed now  :-\

Not sure exactly when this fix went in, and maybe it hasn't made it into the repository yet - but as of changeset 0f99f37c81f7 ("always show animal children regardless of options" dated 4/17 19:49:49 +0200), it appears to still be broken (Linux, QT 4.6.3). Maybe I'll have to download the posted source and try that instead.
« Last Edit: April 18, 2012, 09:27:22 am by walberg »
Logged

splinterz

  • Bay Watcher
    • View Profile
    • Dwarf Therapist Branch
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1892 on: April 18, 2012, 11:15:45 am »

no i hadn't pushed it to the repository yet as it was a minuscule change i was going to wait for more changes first. i've just updated the repository now with the fix to the squads not loading properly for you

Bodyless

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1893 on: April 18, 2012, 10:48:34 pm »

edit: wrong thread
« Last Edit: April 19, 2012, 12:56:15 am by Bodyless »
Logged

anqxyr

  • Bay Watcher
    • View Profile
    • Google Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1894 on: April 22, 2012, 02:20:51 pm »

I've build both vanilla DT and splinterz's branch from source, then copied the layout for 34.06 from vanilla to splinterz's version, since it doesn't have one by default. My fort have 10 dwarves, and vanilla shows all of them, but the splinterz's DT shows only 8 - all 3 migrants, bun only 5 of starting 7. Am I doing something wrong here, or is this a bug?
Logged
The forgotten beast Namicamela has come.  It is a colossal fluffy wambler.  It has thick, soft fur and undulates adorably.  Beware its awwwwww, aren't you a fuzzy widdle guy.
In software development, the first 90% of the project takes 90% of the time, the last 10% takes the other 90%.

Shishimaru

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1895 on: April 24, 2012, 06:28:59 am »

I've build both vanilla DT and splinterz's branch from source, then copied the layout for 34.06 from vanilla to splinterz's version, since it doesn't have one by default. My fort have 10 dwarves, and vanilla shows all of them, but the splinterz's DT shows only 8 - all 3 migrants, bun only 5 of starting 7. Am I doing something wrong here, or is this a bug?
The splinterz's version layout has a few more offsets. For linux they should be (the sex offset is different from the one in the vanilla DT):

Code: [Select]
[dwarf_offsets]
flags3=0x0094
sex=0x00a6
mood=0x01a0
caste=0x00a4
curse=0x4d4
body_size=0x410
animal_type=0xb0

[soul_details]
mental_attrs=0x0068

[invalid_flags_3]
size=1
1\name=a ghost
1\value=0x00001000
 
Logged

uggi

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1896 on: April 24, 2012, 12:34:50 pm »

Splinterz's build on Linux: my resident vampire is correctly highlighted as being cursed, but my were-panda-child isn't.
Logged

Shishimaru

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1897 on: April 28, 2012, 09:40:25 am »

In DT (both versions) you can assign a dwarf to mining and hunting or to hunting and wood cutting, but (quoting from the wiki):

Quote
The mining, wood cutting, and hunting labors require the dwarf to either pick up and wield a pick, battle axe, or crossbow. For this reason, a dwarf cannot be assigned to any combination of mining, wood cutting, or hunting at the same time.

To fix this just change the Mining, Wood Cutting and Hunting labors in the file game_data.ini with:

Code: [Select]
1/name = Mining
1/id = 0
1/skill = 0
1/requires_equipment = true
1/excludes/size=2
1/excludes/1/labor_id = 10
1/excludes/2/labor_id = 44

4/name = Wood Cutting
4/id = 10
4/skill = 1
4/requires_equipment = true
4/excludes/size=2
4/excludes/1/labor_id = 0
4/excludes/2/labor_id = 44

9/name = Hunting
9/id = 44
9/skill = 57
9/requires_equipment = true
9/excludes/size=2
9/excludes/1/labor_id = 0
9/excludes/2/labor_id = 10
Logged

Kuromimi505

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1898 on: May 02, 2012, 03:27:38 pm »

Wonderful work keeping Therapist updated, great job!

The only thing I could ask for is a "likes" listing in with the individual Dwarf traits box.

Liking Axes, Hammers, Crossbows, Steel, ect has a definite impact on Armorsmithing, Weaponsmithing, and other crafting; and has a likely impact on weapon choice effectiveness in combat.
Logged

King Mir

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1899 on: May 02, 2012, 07:05:24 pm »

I compiled and ran DT on kubuntu windows, but there are some problems:
1) I can't click to toggle labors. I can however right click to get a menu to toggle the whole group.
(solved)
2) I can't change the nicknames of dwarves.

I know these things work on the windows version. Anybody have any clue what's up?
« Last Edit: May 02, 2012, 08:03:35 pm by King Mir »
Logged

kingubu

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1900 on: May 02, 2012, 11:20:37 pm »

I compiled and ran DT on kubuntu windows, but there are some problems:
1) I can't click to toggle labors. I can however right click to get a menu to toggle the whole group.
(solved)
2) I can't change the nicknames of dwarves.

I know these things work on the windows version. Anybody have any clue what's up?

I got DT running on ubuntu, and no, there is no nickname option.  Bug or unimplemented, I don't know.
Logged

Shishimaru

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1901 on: May 03, 2012, 07:58:00 am »

I got DT running on ubuntu, and no, there is no nickname option.  Bug or unimplemented, I don't know.

Looking into DT code (in the statetableview.cpp) there are these lines:

Code: [Select]
#ifndef Q_WS_X11
        m.addAction(tr("Set Nickname..."), this, SLOT(set_nickname()));
        m.addSeparator();
#endif

that make the "Set nickname" option unavailable to linux users. I don't know why it is this way and don't have a linux machine available right now to check it.
There is anyone who knows why this option is disabled in linux or willing to try to compile the DT code without the ifndef lines?
Logged

ab9rf

  • Bay Watcher
    • View Profile
    • ab9rf@github
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1902 on: May 04, 2012, 08:45:14 am »

that make the "Set nickname" option unavailable to linux users. I don't know why it is this way and don't have a linux machine available right now to check it.
There is anyone who knows why this option is disabled in linux or willing to try to compile the DT code without the ifndef lines?
Because gcc stores strings as a pointer, while MSVC stores them as a length plus a union of 16 bytes of storage and a pointer.  This means that on Linux, to store a string requires doing memory allocation (which DT cannot do; it cannot call malloc as it is not in-process), but on Windows short strings (up to 15 bytes) can be forced into the union.  (Note that if there is already a value and it is longer than 15 bytes, forcibly changing it to a short string will cause memory to leak.  But as DF already leaks memory like a sieve anyway, it's unlikely anyone will notice.)
Logged

allison

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« Reply #1903 on: May 06, 2012, 10:23:52 pm »

Thanks to the Engineer for maintaining this awesome utility  :-*

Small feature request: would it be possible to allow sorting by age?
Logged

James009

  • Bay Watcher
  • Under centaur siege for going on three years now!
    • View Profile
Re: Dwarf Therapist (LATEST 0.6.10 3/15/11 see first post)
« Reply #1904 on: May 08, 2012, 03:43:26 pm »

Greetings, fellow beard-bearers,

I've got a Problem that dont seem to be able to solve by myself:

After another crash which killed my save including my entire world, i decidedto set up some mods to my game, or to be more specific the Fortress Defense mod and the Termitefolk Colony mod.

Since i've always been using Dwarf Therapist, pretty much al the time since i started playing DF, i looked  in this thread to see if there was any way to get castes to work. I downloaded the DwafTherapistClone.

Now here's the Problem: It doesnt seem to recognize any of the Termite castes, i guess that's because the  game_data.ini only contains the race-index for the dwarven race. Now what would i have to do to find the race index for those termites, or any other custom-made race? I've had some difficulties there, since i've only got very rough to no knowledge about searching memories, and similar things. Only having access to a 6-year-old laptop which was originally designed to be just a terminal-pc doesnt really help either.

Can anyone of you help me with this issue?
Has anyone come up with a solution to the custom races issue? I seem to remember this being rather easy but having not played for a while I do not remember how to address this.

Where does one find dwarf_race_index or any race index for that matter?
Logged
Recently slaughtered by the undead!
Pages: 1 ... 125 126 [127] 128 129 ... 192