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Author Topic: DFHack 0.34.11 r3  (Read 1457224 times)

robertheinrich

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Re: DFHack 0.34.05 r1
« Reply #3540 on: April 08, 2013, 01:36:20 pm »

Following the directions from the Windows compile doc, I managed to get an MSVC solution that is very pretty.  [...]

1) Are these missing headers cause for concern?
2) If so, how can I prestidigitate the missing headers into their proper locations?
3) Am I completely out of my depth, trying to dive into c++ by learning the mysteries of dfhack?

1), 2) Yes that will cause concern. Did you really follow the instructions from the Compile.rst step by step? One common mistake is to only pull dfhack and not the submodules. Though in your case it sounds like the generated headers are missing. Did you build your MSVC solution using one of those batch file? use dfhack/build/generate-MSVC-all.bat to build a MSVC solution for all of it, then best you use build-release.bat from the same directory to build dfhack for the first time. If one of the batch files fails to run that's an indication that something with your cloned repository is wrong.

3) DFHack is a huge and advanced project so if this is your first time with C++ it might be a feat to get into it. Besides, it's not 100% C++, some parts are written in Perl, lua and Ruby (though just for modifying one of the existing plugins a bit or writing a simple new one you won't need to bother with that).

Edit: if you are positive that you followed all instructions and still have trouble compiling it for the first time I'd suggest you come to the IRC channel (see first post) and describe your problems.
« Last Edit: April 08, 2013, 01:38:52 pm by robertheinrich »
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There Is No Vic

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Re: DFHack 0.34.05 r1
« Reply #3541 on: April 08, 2013, 03:00:58 pm »

Following the directions from the Windows compile doc, I managed to get an MSVC solution that is very pretty.  [...]

1) Are these missing headers cause for concern?
2) If so, how can I prestidigitate the missing headers into their proper locations?
3) Am I completely out of my depth, trying to dive into c++ by learning the mysteries of dfhack?

1), 2) Yes that will cause concern. Did you really follow the instructions from the Compile.rst step by step? One common mistake is to only pull dfhack and not the submodules. Though in your case it sounds like the generated headers are missing. Did you build your MSVC solution using one of those batch file? use dfhack/build/generate-MSVC-all.bat to build a MSVC solution for all of it, then best you use build-release.bat from the same directory to build dfhack for the first time. If one of the batch files fails to run that's an indication that something with your cloned repository is wrong.

3) DFHack is a huge and advanced project so if this is your first time with C++ it might be a feat to get into it. Besides, it's not 100% C++, some parts are written in Perl, lua and Ruby (though just for modifying one of the existing plugins a bit or writing a simple new one you won't need to bother with that).

Edit: if you are positive that you followed all instructions and still have trouble compiling it for the first time I'd suggest you come to the IRC channel (see first post) and describe your problems.

Thanks for the quick response. I did pop onto freenode#dfhack a few times, but IRC is also a new experience.

I did pull the submodules init and update, as per the instructions. I did use dfhack/build/generate-MSVC-all.bat.

From Compile.rst
Quote
Then you can either open the solution with MSVC or use one of the msbuild scripts:

I just opened the solution with MSVC without using one of the msbuild scripts.

After running build-release.bat, the missing header messages are gone.

So much for jumping into coding fun. I guess I've got more babyfood in c++ to digest first.

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robertheinrich

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Re: DFHack 0.34.05 r1
« Reply #3542 on: April 08, 2013, 03:20:01 pm »

After running build-release.bat, the missing header messages are gone.
So much for jumping into coding fun. I guess I've got more babyfood in c++ to digest first.

Seems you are mostly fine to go now. While it *is* possible to use MSVC for compiling the whole project there are still some caveats. Most notably that it usually it tries to build a debug version by default which just won't work, you need some sort of 'release with debug options' version if you wanna debug. That's why I recommended the batch file for building if it's your first time. Have fun trying to get into dfhack!

As for IRC you need to keep in mind that people have lives, sometimes you ask a question and will get an answer 20 hours later. That's how it is. Still a bit faster than posting in this thread which not everybody monitors that closely.
« Last Edit: April 08, 2013, 08:53:16 pm by robertheinrich »
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Rose

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Re: DFHack 0.34.05 r1
« Reply #3543 on: April 08, 2013, 03:55:55 pm »

After running build-release.bat, the missing header messages are gone.
So much for jumping into coding fun. I guess I've got more babyfood in c++ to digest first.

Seems you are mostly fine to go now. While it *is* possible to use MSVC for compiling the whole project there are still some caveats. Most notably that by default it usually it tries to build a debug version by default which just won't work, you need some sort of 'release with debug options' version if you wanna debug. That's why I recommended the batch file for building if it's your first time. Have fun trying to get into dfhack!

Nope. Once you generate an MSVC solution with one of the batch files (Use the GUI one, it's nice) the default compile option is release. the only other option is release with debug info.
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robertheinrich

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Re: DFHack 0.34.05 r1
« Reply #3544 on: April 08, 2013, 04:13:35 pm »

Once you generate an MSVC solution with one of the batch files (Use the GUI one, it's nice) the default compile option is release. the only other option is release with debug info.

No it's not. You can still end up with "compile debug" option (I know I did). Well, whatever.
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Rose

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Re: DFHack 0.34.05 r1
« Reply #3545 on: April 08, 2013, 04:18:23 pm »

Once you generate an MSVC solution with one of the batch files (Use the GUI one, it's nice) the default compile option is release. the only other option is release with debug info.

No it's not. You can still end up with "compile debug" option (I know I did). Well, whatever.

I don't know when the last time you tried it is, but...

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Nokao

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Re: DFHack 0.34.11 r3
« Reply #3546 on: April 08, 2013, 04:55:49 pm »

Oh sorry, I read that the other way round. It's possible as well, with liquids. If you use the keybinding from the dfhack.init example you can press Alt-L (you need a cursor active), then press p a couple times until it says "River Source", and place a rectangle which then will start to spawn water.

great thanks ! I'm projecting a quickfort megaproject and don't have the time for make things clean ;)

bye

Rumrusher

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Re: DFHack 0.34.11 r3
« Reply #3547 on: April 08, 2013, 05:16:17 pm »

How can I add it in?
uhh well you could add it back in by going into the Dfusion init page and adding in a menu to the list one that connects it to the embark file. though embark hasn't been touch since r1 and lua scripting code been messed with so much that running it might just crash the game.
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robertheinrich

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Re: DFHack 0.34.05 r1
« Reply #3548 on: April 08, 2013, 07:51:56 pm »

I don't know when the last time you tried it is, but...
I 'tried" today with dfhack r3 pulled ca. 2 weeks ago.

Spoiler (click to show/hide)
« Last Edit: April 08, 2013, 08:12:07 pm by robertheinrich »
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Rose

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Re: DFHack 0.34.11 r3
« Reply #3549 on: April 08, 2013, 08:04:47 pm »

When was the last time you rebuilt the solution from scratch?
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robertheinrich

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Re: DFHack 0.34.11 r3
« Reply #3550 on: April 08, 2013, 09:00:37 pm »

When was the last time you rebuilt the solution from scratch?
As I said, maybe 2-3 weeks ago. Deleted the dfhack/build folder, then called generate-MSVC-all.bat
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Quietust

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Re: DFHack 0.34.11 r3
« Reply #3551 on: April 08, 2013, 09:03:21 pm »

What version of CMake are you using?
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robertheinrich

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Re: DFHack 0.34.11 r3
« Reply #3552 on: April 08, 2013, 09:18:16 pm »

What version of CMake are you using?
2.8.7
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Rose

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Re: DFHack 0.34.11 r3
« Reply #3553 on: April 09, 2013, 12:32:01 am »

That might effect things.

I have 2.8.10
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vjek

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Re: DFHack 0.34.11 r3
« Reply #3554 on: April 09, 2013, 12:42:50 pm »

Regarding Ghosts.

Setting the unit flags for dead and killed removes them from view, and after a period of time, they disappear entirely from the active units list.

What I'd like to know... what is causing this "cleanup" after time has passed, and is it possible to trigger this immediately after flagging them as dead and killed?
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