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Editing Utility Talk:Tweak
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: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). —[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT) | : While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). —[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT) | ||
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: Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 2008 (EDT) | : Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 2008 (EDT) | ||
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== Blue modules == | == Blue modules == | ||
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: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. —[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT) | : If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. —[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT) | ||
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== Windows Installer 3.1 == | == Windows Installer 3.1 == | ||
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For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death. | For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death. | ||
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong. | I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong. | ||
− | + | {{unsigned|Maw3193}} | |
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT) | :I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT) | ||
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</pre> | </pre> | ||
− | This unhides only Gems, Ore, "Special" Stone like | + | This unhides only Gems, Ore, "Special" Stone like Orthocast, adamantine and any other out of the ordinary biome stone. |
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them. But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier. | I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them. But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier. | ||
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I Have the exact same problem, the error is the default vista error. i think this only happens with the newest version of tweak, as i used to beable to run it (though the tile editor never ran for me) —[[User:Corhen|Corhen]] 8:55, 15 July 2008 | I Have the exact same problem, the error is the default vista error. i think this only happens with the newest version of tweak, as i used to beable to run it (though the tile editor never ran for me) —[[User:Corhen|Corhen]] 8:55, 15 July 2008 | ||
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==Start Error== | ==Start Error== | ||
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:: Actually Gems and ore are understood. They are considered Events (from the memory hack page terms) and are flagged by a bitmap. The code sample I posted above, to add in finding only deposits of ore to Reveal, uses another 16x16 array to specify quickly that an event is taking place in that tile--then checks the bitmaps for what kind of ore (gem/ore/whatever) goes there. The events use the global tile ids which it gets from the raw files (and is in the order read in from those raw files). Using events you can add any type of deposit to the tile area (add sand to obsidian). When I was looking into the TileIDs I came to the conclusion that the IDs are in a pattern and the type of rock/soil is dependent on the biome set for that tile. IDs X -> Y for example will always be smooth walls, just of main biome material. What designates the Biome is probably another one of the 16x16 blocks of data--I just got on a side track and never figured out which one for sure. To test/confirm this, try finding a value that changes a stone type to a soil type then give that same soil TileID to a different kind of stone on another layer--it should turn into a soil type as well, but most likely not the same kind as before. Doing that on the first 2 layers of the map will make it easier since it usually has both rock and soil from the same biome. I started documenting this on my user page. --[[User:Corc|Corc]] 20:34, 16 July 2008 (EDT) | :: Actually Gems and ore are understood. They are considered Events (from the memory hack page terms) and are flagged by a bitmap. The code sample I posted above, to add in finding only deposits of ore to Reveal, uses another 16x16 array to specify quickly that an event is taking place in that tile--then checks the bitmaps for what kind of ore (gem/ore/whatever) goes there. The events use the global tile ids which it gets from the raw files (and is in the order read in from those raw files). Using events you can add any type of deposit to the tile area (add sand to obsidian). When I was looking into the TileIDs I came to the conclusion that the IDs are in a pattern and the type of rock/soil is dependent on the biome set for that tile. IDs X -> Y for example will always be smooth walls, just of main biome material. What designates the Biome is probably another one of the 16x16 blocks of data--I just got on a side track and never figured out which one for sure. To test/confirm this, try finding a value that changes a stone type to a soil type then give that same soil TileID to a different kind of stone on another layer--it should turn into a soil type as well, but most likely not the same kind as before. Doing that on the first 2 layers of the map will make it easier since it usually has both rock and soil from the same biome. I started documenting this on my user page. --[[User:Corc|Corc]] 20:34, 16 July 2008 (EDT) | ||
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