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Author Topic: Dtil - Updated September 14th 2008 - 40d  (Read 38905 times)

Paul

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #75 on: August 24, 2008, 03:21:46 pm »

Great tool. Very easy to use and lots of nice little features. I especially like unpause and the hide/reveal tool.

One minor thing I notice: Hide area and hide all don't work on soil tiles. Not that they really need to work on soil, but I thought I'd point it out anyway.
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Jorgon

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #76 on: August 24, 2008, 07:01:48 pm »

Glad you like the program.

The Hide All and Hide Area have special code to try to detect if a tile should be hidden before hiding it. I will take a look and see what code is there for soil.
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azaydius

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #77 on: August 24, 2008, 11:06:08 pm »

I'm having some trouble getting this to work on 39e.  It says it can't find the process.  I even tried using the 39c ini file you have on your wiki, with no luck.  Any suggestions?  I have the .net framework and everything (or i assume it wouldn't run at all anyway).
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Jorgon

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #78 on: August 25, 2008, 07:23:37 am »

What version of Dtil are you running? (You can check by right clicking Dtil.exe and selecting properties)

Not all of the newer changes have been moved back into the older DF versions, so if you are using the latest Dtil, replace the section you have in the latest Memory.ini with this section.
Code: [Select]
[28.181.39e] 32F68422F5B4D938549EED0565BCFB92

readonly int DisplayWidth = 80
readonly int DisplayHeight = 25

int MouseX = @0x009E3284
int MouseY = @0x009E3288
int MouseZ = @0x009E328C

int ScreenX = @0x00CE23C4
int ScreenY = @0x00D103C0
int ScreenZ = @0x00D1039C

readonly int MapXCount = @0x01561488
readonly int MapYCount = @0x0156148c
readonly int MapZCount = @0x01561490

cached MapBlockData[MapXCount, MapYCount, MapZCount]@ MapData = @0x01561470

int DigStartX = @0x9e3290
int DigStartY = @0x9e3294
int DigStartZ = @0x9e3298

DisplayChar[80,25] Display = 0x015EBA64
bool Paused = @0x0131dfd7

readonly string ReigonName = @0x0156316c

cached List<MatGloss> Materials =   0x0156347c

; This is temporary until the Game Object is described better
readonly int GamePointer = @0x0133DDF0
readonly int GamePrepare = @(GamePointer + 0x04)
List<PrepareDwarf> PrepareDwarfList = (GamePrepare + 0xD8)

ushort StartingPoints = @(GamePrepare + 0x904)

ushort StartingDwarfCount = @0x0083F244

cached List<DictionaryEntry> Dictionary = 0x15635CC

Also, DF has to be running before Dtil can attach to it.
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Kageshin

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #79 on: September 03, 2008, 11:27:43 pm »

I was using dtil for the first time today and I noticed that Dwarf 3 doesn't get modified in the embark editor.  All other dwarves can be freely edited in their skills from 0-15 ranks but Dwarf 3 doesn't get changed at all.  In addition, one of the dwarves (can't recall which) had an error with two skills (again, cannot remember which) that had them displaying larger-than-maximum vlaues.  If it's in any way relevent, I was running it on a poorly updated Windows XP machine with the 3.5 .Net framework.
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Jorgon

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #80 on: September 04, 2008, 06:13:46 am »

I just tried it on 40c, and it worked fine. What version are you running?
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Kageshin

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #81 on: September 04, 2008, 10:25:36 am »

I just tried it on 40c, and it worked fine. What version are you running?

I'm using .40c myself.  Could possibly be a result of OS differences between my home rig (Vista Ultimate, fully updated) and my work computer (XP, barely updated, if at all), processor architecture (Pent 4 dual core vs. Core 2), or difference in developer machine vs. my work machine.  Just sort of throwing guesses out there.
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Jorgon

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #82 on: September 04, 2008, 10:37:25 am »

My hunch is it must be something with that one computer. It sounds like the memory is being misread somehow.

If you change the dwarfs you can, and start the game, do the changes apply? Is it always the same dwarf?

Can you reproduce it consistently? If you can, try these things:
1) Close down and reopen Embark Editor
2) Close down and reopen Dtil
3) Close down Dtil and DF, Launch DF, create new game, go to embark dwarf screen, and try Dtil.

Also make sure you only have one copy of dwarfort.exe in the task manager.

You may have tried those things already, but do it one more time just to make sure.
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motorbitch

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #83 on: September 04, 2008, 02:49:00 pm »

nice work with the new version, the new digger works sweet with my old patterns!

i wuld like to comment that there are two minor issues with the new digger, though.

1.
digger istn "squared" anymore. crap my english is failing me again...
ähh.. like:  the high is higher than the wide is wide. at last its shown like that.
i guess its affected by the new asci chars it use, instead of the old symbols  for stairways etc. you used with the former versions.
even if this dosnt affect the effectiveness of the tool, it makes it difficult to estimate if every thing is plotted right.

2.
digger will crash now, if it trys to plot tiles "out of the screen".
this was no problem with the former versions.
this is also a minor issue, as digger will crash, but df will not.
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Jorgon

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #84 on: September 04, 2008, 03:02:12 pm »

You are correct, digger is now using whatever tileset you have setup in DF for its size.

The word you are looking for is Rectangular  ;)

Do people want digger to have square tiles, or rectangular? I could see it going both ways.

I thought for sure I tested out running digger off the screen. I will check it out later tonight.
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Paul

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #85 on: September 04, 2008, 03:15:11 pm »

I'd definitely go with Square tiles. I made myself a small square tileset just to display a bunch of square tiles on my screen. I even played with square tiles before we could adjust - I just played with a tiny screen instead of stretching things.

The game just doesn't look right when tiles are stretched. My 'square' rooms look rectangular, and if I design it to look square it's really a big rectangle. That just bothers me :D
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Tibbles

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #86 on: September 05, 2008, 04:59:39 am »

Quote
The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
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GODAMMIT KOBOLDS

Mirefrost00

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #87 on: September 05, 2008, 09:54:48 am »

I'd definitely go with Square tiles. I made myself a small square tileset just to display a bunch of square tiles on my screen. I even played with square tiles before we could adjust - I just played with a tiny screen instead of stretching things.

The game just doesn't look right when tiles are stretched. My 'square' rooms look rectangular, and if I design it to look square it's really a big rectangle. That just bothers me :D

I managed to do that for the full screen mode.  There's an option in the init.txt:   [BLACK_SPACE:NO].  Change it to yes, and F11 fullscreen looks much better!  Square, even!
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Paul

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #88 on: September 05, 2008, 01:22:19 pm »

Yea, I have always used BLACK_SPACE:YES. I can't STAND the stretched tiles, nothing looks right. Right now my setup is a 1000x720 window, with 100x72 squares. I use a custom 10x10 tileset.
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motorbitch

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Re: Dtil - Updated August 22nd 2008 - 40c
« Reply #89 on: September 05, 2008, 06:24:18 pm »

im actualy looking for a 10x10 tile set.
most small tilesets on the wiki are retangular
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