Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 101 102 [103] 104 105 ... 373

Author Topic: DFHack 0.34.11 r3  (Read 1441134 times)

zenerbufen

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.07 r2
« Reply #1530 on: May 21, 2012, 07:34:23 pm »

New release
I noticed no os x release. I remember you mentioning this should be coming soon, and have also read that what is stopping it is a "dev with a mac". I saw that someone made a fork about a month ago and added 'preliminary mac compatibility', but that hasn't been updated since or been merged back to the main branch. Whats the status with that? I'm a dev with a mac but my experience is mostly with python and limited objective c. Is that something I could possible help with or do I just need to be patient?

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1531 on: May 21, 2012, 07:56:04 pm »

how am I supposed to download the source of dfhack?  Is there a git repository somewhere?   I want to edit dwarfexport, and then build the entire project.  What is the recommended ide?  Are there dependent libraries?

nm

https://github.com/peterix/dfhack/zipball/master
« Last Edit: May 21, 2012, 08:13:16 pm by thistleknot »
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: DFHack 0.34.10 r1
« Reply #1532 on: May 21, 2012, 08:11:50 pm »

how am I supposed to download the source of dfhack?
You download it from github.

Is there a git repository somewhere?
Yes, right here.

What is the recommended ide?
On Windows, you must use Visual C++ 2010, Express or Standard/Professional/etc.. No other compiler will work.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1533 on: May 21, 2012, 08:22:14 pm »

thank you, just got up to that point

looks like the only part of code I need to concern myself with is in the dwarfexport.cpp file, and it's right here

Code: [Select]
    out << "    <Traits>" << endl;
    df::unit_soul * s = cre->status.current_soul;
    if (s)
    {
        FOR_ENUM_ITEMS(personality_facet_type,index)
        {
            out << "      <Trait name='" << ENUM_KEY_STR(personality_facet_type, index) <<
                "' value='" << s->traits[index] << "'>";
            //FIXME: needs reimplementing trait string generation
            /*
            string trait = con->vinfo->getTrait(i, s->traits[i]);
            if (!trait.empty()) {
                out << trait.c_str();
            }
            */
            out << "</Trait>" << endl;
           
        }
    }
    out << "    </Traits>" << endl;
}

update:
actually, with the addition of labors, and skills.  which I actually do want... there is a bit more work to do.
« Last Edit: May 21, 2012, 08:31:00 pm by thistleknot »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: DFHack 0.34.10 r1
« Reply #1534 on: May 21, 2012, 08:47:29 pm »

Thanks for the long awaited update :) Great work, and 3 versions at once. :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

drvoke

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1535 on: May 21, 2012, 09:24:29 pm »

Thanks peterix and quietust!

I'm only a recent convert to using dfhack, but I think its tools provide the perfect compliment to Dwarf Therapist for fort planning and management.
Logged
Ambassador magma patiently awaits his meeting with your nobles.

ab9rf

  • Bay Watcher
    • View Profile
    • ab9rf@github
Re: DFHack 0.34.07 r2
« Reply #1536 on: May 21, 2012, 10:03:22 pm »

New release
I noticed no os x release. I remember you mentioning this should be coming soon, and have also read that what is stopping it is a "dev with a mac". I saw that someone made a fork about a month ago and added 'preliminary mac compatibility', but that hasn't been updated since or been merged back to the main branch. Whats the status with that? I'm a dev with a mac but my experience is mostly with python and limited objective c. Is that something I could possible help with or do I just need to be patient?
There have been at least three efforts to start a Mac fork, none of which have come to fruition.  The problem is, as you note, a lack of interested devs with Macs.

You might try to contact the committing developers at github directly.
Logged

bluescreen1988

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1537 on: May 21, 2012, 11:13:51 pm »

seems like i was wrong about the autolabor pluging being missing.  when i try to start it in game it says the plugin is not enabled.  Is there a way to manually enable it?
Logged

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1538 on: May 21, 2012, 11:14:46 pm »

"autolabor 1"
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1539 on: May 21, 2012, 11:57:34 pm »

okay found some nice info on carts. one being that you can get more than one unit to ride it. though how I did it was kinda rough. since I need to get the cart to be in motion to carry both passengers and I needed bodyswap to do so. Once I get use to selecting units base on if they are following the adventurer or are apart of the civ then I'll make a function called "Party carts" so the adventurer can roll through the lands with their array of companions and not have to worry about leaving one behind in a mad dash to safety (just worry about hitting a tree and killing them all).
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

bluescreen1988

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1540 on: May 22, 2012, 12:59:27 am »

"autolabor 1"

 :o well now i feel like an idiot, thanks though.
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1541 on: May 22, 2012, 03:16:09 am »

So no Runesmith tools in DFhack? :( Nobody even commented on my request. Oh well gotta live without it then.
Logged

ag

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1542 on: May 22, 2012, 03:27:40 am »

So no Runesmith tools in DFhack? :( Nobody even commented on my request. Oh well gotta live without it then.

What runesmith tools exactly do you want?
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1543 on: May 22, 2012, 03:46:23 am »

Changing attributes and traits in game (aside from creature definitions trait changes) and checking flags - like invader. Changing strange mood type. Resurrecting creatures. Making them pregnant (well runesmith didn't have that but that's i want :) ).
Logged

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1544 on: May 22, 2012, 03:59:24 am »

You can do all that with lua scripting.
Logged
Pages: 1 ... 101 102 [103] 104 105 ... 373