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Author Topic: DFHack 0.34.11 r3  (Read 1456607 times)

danaris

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Re: DFHack 0.34.11 r3
« Reply #5145 on: January 21, 2014, 09:52:44 am »

Hello! I've got DFHack running mostly properly on OSX Mavericks, but Stonesense has some issues. Upon open it via DFHack in the terminal, DF and SS run together for just a moment — I can see my map load — and then both crash. Strangely, it only occurs when I set a different PRINT_MODE in my init.txt. Unfortunately, as I have a Retina display, I can't use PRINT_MODE:2D (I use STANDARD). What can I do here?

There are still serious issues with Stonesense on OS X that I haven't yet had time to iron out in Mountain Lion, let alone Mavericks.

For the time being, if you can get Stonesense to work at all on OS X, you're in the lucky minority.

I hope to have more time to look into its issues in a few weeks. Unfortunately, right now, I'm swamped.
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Roses

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Re: DFHack 0.34.11 r3
« Reply #5146 on: January 21, 2014, 12:40:55 pm »

Question about syndromeTrigger. I know we can get the ID of the unit targeted by an interaction (i.e. \UNIT_ID), but is it possible to get the ID of the unit that used the interaction?
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Meph

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Re: DFHack 0.34.11 r3
« Reply #5147 on: January 21, 2014, 12:58:18 pm »

give the interaction a second target, SELF_ONLY and add the unit id there?
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::: ☼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 :::

Roses

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Re: DFHack 0.34.11 r3
« Reply #5148 on: January 21, 2014, 01:31:23 pm »

give the interaction a second target, SELF_ONLY and add the unit id there?

Not sure how that would work since I would like to have both ID's.

Also, do you know what will happen if I do that and give the interaction a [USAGE_HINT:ATTACK]? I've always wondered if the AI will use the interaction when there are two targets and one of them is SELF_ONLY.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5149 on: January 21, 2014, 01:56:13 pm »

Nope

Meph

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Re: DFHack 0.34.11 r3
« Reply #5150 on: January 21, 2014, 02:13:33 pm »

give the interaction a second target, SELF_ONLY and add the unit id there?

Not sure how that would work since I would like to have both ID's.

Also, do you know what will happen if I do that and give the interaction a [USAGE_HINT:ATTACK]? I've always wondered if the AI will use the interaction when there are two targets and one of them is SELF_ONLY.
Your mage has an interaction. It targets himself (harmless, but gives you the UNIT_ID) and targets the enemy. The enemy gets CE_CAN_DO_INTERACTION with another harmless interaction, with target self-only, which gives you the targets UNIT_ID.
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::: ☼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 :::

Putnam

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Re: DFHack 0.34.11 r3
« Reply #5151 on: January 21, 2014, 02:14:15 pm »

That will work, though.

Meph

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Re: DFHack 0.34.11 r3
« Reply #5152 on: January 22, 2014, 11:38:21 am »

I want to make a general suggestion, a tiny feature that could be added to all scripts/plugins:

Code: [Select]
local log = io.open('gamelog.txt', 'a')
log:write(text.."\n")
log:close()

with the text being the name of the script. So every time a script runs, a line is added to the gamelog. It would make it a lot easier to identify possible causes for crashes. If the last entry in the gamelog is the scripts name, then you know what to look for.
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::: ☼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 :::

Armeleon

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Re: DFHack 0.34.11 r3
« Reply #5153 on: January 22, 2014, 06:12:49 pm »

Can anyone tell me what format the .dfmap files are in? Thanks!
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Roses

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Re: DFHack 0.34.11 r3
« Reply #5154 on: January 22, 2014, 06:25:53 pm »

You could use general refs

or you could use this

How would I use this?  Can you give a simple example?  Just a script that saves and recalls a variable.

My new teleport script uses persistent variables. You can check it out in my thread.
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Roses

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Re: DFHack 0.34.11 r3
« Reply #5155 on: January 23, 2014, 03:17:54 pm »

When looking at the df-structures I see that they are labelled as int16 and int32, I am guessing that tells me the maximum the integer can be? I know the maximum body size is something like 2,000,000,000, so do all int32's have that same cap? And correspondingly do the int16's have the max around 30,000?
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #5156 on: January 23, 2014, 03:38:58 pm »

When looking at the df-structures I see that they are labelled as int16 and int32, I am guessing that tells me the maximum the integer can be? I know the maximum body size is something like 2,000,000,000, so do all int32's have that same cap? And correspondingly do the int16's have the max around 30,000?
Short answer: yes (full ranges for signed types: here same for almost all languages)
Long answer: in general case no, df might malfunction if passed value too great or too small than it expects. Also some values have special meaning e.g. cursor coordinates are set to -30000 if cursor is not displayed. Also there are uint(s) that have only positive (but twice more) values.

Rumrusher

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Re: DFHack 0.34.11 r3
« Reply #5157 on: January 24, 2014, 03:46:25 am »

Hmm what's the proper changes for heal commands for R4 given that the transfer between the two broke them?
I can't even dfusion heal copy this time... I ask given meph updated his copy to prototype r4 and most of the commands are broken from the result... meaning I can't revive a dead ghostly necromancer from the dead like I should.
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #5158 on: January 24, 2014, 04:42:54 am »

Grombardrim

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Re: DFHack 0.34.11 r3
« Reply #5159 on: January 25, 2014, 06:47:36 am »

Quick question: I've been using Wanderer's Friend in Adventure Mode, and have created a new form of gauntlets (think plate-armor high gloves), but whenever I create them I can't equip them.  This same issue happens with all forms of created gloves (I've figured out why, too: Wanderer's Friend gloves have no chirality, thus are neither left- nor right-handed, and I can't seem to edit the raws to make it work either).  Someone told me that I could use DFHack to fix that, but I have no idea how.  Could someone talk me through it?
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