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Author Topic: Dwarf Fortress v0.31.25 - Unofficial Patch  (Read 20547 times)

schismatise

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #45 on: February 02, 2012, 01:49:46 pm »

I just did exactly the same thing as Necro, lol. Just confirming - looks like Narhiril did use the "40d" fix for obsidian not showing in the stone screen. Hex editing ftw.

Thanks again Quietust.
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narhiril

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #46 on: February 02, 2012, 04:31:16 pm »

In case anyone was curious, I used Translhextion, which I happened to have because I also mod Pokemon games from time to time.
« Last Edit: February 02, 2012, 04:37:38 pm by narhiril »
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Nan

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #47 on: February 02, 2012, 05:44:24 pm »

For the TrueType fix, apply the following patches to libgraphics.so:
* EB641 : BE -> B6
* EBE51 : BE -> B6

Be warned that I have not yet tested any of these patches, so they might not work correctly.

Cheers for this. The truetype fix seems to be working fine.
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schismatise

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #48 on: February 14, 2012, 09:33:08 am »

So are the binary patches used in this still relevant? Can i just re-edit the new .exe?

Or is it basically a whole new ballgame now that the new version is out?
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i2amroy

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #49 on: February 14, 2012, 12:24:48 pm »

So are the binary patches used in this still relevant? Can i just re-edit the new .exe?

Or is it basically a whole new ballgame now that the new version is out?
Fairly certain that it is a whole new ballgame. Some of the fixes might still be relevant, but who knows until we can get a little more familiar with the new version.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Quietust

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #50 on: February 14, 2012, 01:01:03 pm »

Writing any binary patches for 0.34.01 would be absolutely pointless, since there'll probably be a new bugfix version in a few days which would either fix said bugs or at least move the code around and make them no longer work.
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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.

schismatise

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #51 on: February 15, 2012, 03:07:58 am »

Yeah, i figured as much, no worries.

Was nice to see a couple of bugfixes in the new version anyway, such as rock crystals working now. Woot!
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Kaos

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #52 on: March 11, 2012, 08:45:55 pm »

Writing any binary patches for 0.34.01 would be absolutely pointless, since there'll probably be a new bugfix version in a few days which would either fix said bugs or at least move the code around and make them no longer work.
I understand this... but... I started a fort in 0.34.01 and is going really well, wouldn't like to leave it before it's own FUN! demise... could you please at least give instructions on what to do in order to make the bugfix? I'm willing to give it a try, if I succeed I'll be posting it for the comunity in case anyone else is interested.
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schismatise

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Re: Dwarf Fortress v0.31.25 - Unofficial Patch
« Reply #53 on: March 11, 2012, 08:53:09 pm »

Actually, i believe toady has added all the bugfixes that this unofficial patch was resolving, in 34.02 or .03, i forget. Anyway, they're definitely all fixed in the latest version, so i would suggest you kill your fort and start a new one :P
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