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Author Topic: Dwarf Fortress 0.34.02 Released  (Read 72267 times)

Kordanor

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Re: Dwarf Fortress 0.34.02 Released
« Reply #45 on: February 18, 2012, 05:31:13 pm »

I am at year 476! Only 74 more to go.

The last 74 years took until this post - dual 3.0 with 1mb cache (way overclocked to get to 3.0).

I don't mind the amount of time but i can't imagine going to 1050.

528,635 historical figures
511,407 dead
4,888,642 events

Not bad for that amount of complexity.

Minute to minute and a half per year, it slowed down but the years seemed to pass with regularity past a certain point (rather than getting exponentially longer).

The increase of the calculation time is linear, but that makes the total duration rise exponentially.
Besides: Have you checked your RAM at the end of the calculation? I'd guess you were already at about 1,7 Gig.
I noted down all the numbers and did some calculations. I started to generate 1050 years though (all maxed out, except of ressources). I tried to stop the calculation at 245, but it was impossible, so I had to kill the process with the task manager and start over with a lower duration.
The Numbers:

Spoiler (click to show/hide)
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TheDude

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Re: Dwarf Fortress 0.34.02 Released
« Reply #46 on: February 18, 2012, 06:06:09 pm »

That is amazing, I can't wait for the next update!
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Buttery_Mess

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Re: Dwarf Fortress 0.34.02 Released
« Reply #47 on: February 18, 2012, 09:27:46 pm »

I havent actually found any bugs yet, but the fps in cities is atrocious. It makes exploring underground extremely time consuming. The quests in cities are great fun, varied and can be challenging. The quest pointers can be a little distracting though. They often point to the middle of town. If you forget where the bad guy is, sewer, building, or dungeon, it becomes nigh impossible to complete. I've also had trouble locating sewer entrances; do they always exist?

I text box on the quest screen (which is GREAT by the way) repeating the original quest instructions as given for each quest would be invaluable.

I'm really loving this version. Adventurer mode is fantastic. I'm as excited about adventure mode updates as fort mode updates now. Can't wait for other races to get human treatment.
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Graebeard

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Re: Dwarf Fortress 0.34.02 Released
« Reply #48 on: February 18, 2012, 10:02:21 pm »

There are some great bugfixes here, thanks, Toady!

I'm (selfishly) happy to see others lend a helping hand in the bugfixing process.  It seems like Toady likes making new content and mechanics more than hunting down and squashing old bugs, and I can't fault him for that.  I'd love to see more people lending a hand whenever possible so that Toady can keep working on the stuff he likes and we all keep getting more playable releases.
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Neyvn

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Re: Dwarf Fortress 0.34.02 Released
« Reply #49 on: February 19, 2012, 02:11:00 am »

I keep crashing during world creation... T_T
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knutor

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Re: Dwarf Fortress 0.34.02 Released
« Reply #50 on: February 19, 2012, 03:14:03 am »

I had an awful streak of crashes in world gen with 34.01 the other day.  Now with 34.02, it appears to have gone away, atleast I haven't gotten that crash between running rivers and placing lakes.  Or the crop reject msg.  Discworld now produces 0 rejects.  Play on the back of a giant world turtle.  Skip a space at end of df_34_02_win\data\init\world_gen.txt and paste this code in there.  Enjoy, Knutor

Code: [Select]
[WORLD_GEN]
[TITLE:DISCWORLD]
[CUSTOM_NAME:Bad Ass Mtns]
[DIM:17:17]
[EMBARK_POINTS:0]
[END_YEAR:8600]
[BEAST_END_YEAR:248:90]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:12:12]
[RAINFALL:0:100:12:12]
[TEMPERATURE:20:80:12:12]
[DRAINAGE:0:80:12:12]
[VOLCANISM:0:60:12:12]
[SAVAGERY:0:100:12:12]
[ELEVATION_FREQUENCY:2:1000:1500:2000:2500:3000]
[RAIN_FREQUENCY:2:250:2000:5500:2000:250]
[DRAINAGE_FREQUENCY:1:2000:3000:3000:2000:0]
[TEMPERATURE_FREQUENCY:1:0:2500:2500:5000:0]
[SAVAGERY_FREQUENCY:2:3000:2500:2000:1500:1000]
[VOLCANISM_FREQUENCY:2:4000:3000:3000:0:0]
[MINERAL_SCARCITY:1725]
[MEGABEAST_CAP:1]
[SEMIMEGABEAST_CAP:1]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:2]
[NIGHT_TROLL_NUMBER:2]
[BOGEYMAN_NUMBER:1]
[VAMPIRE_NUMBER:1]
[WEREBEAST_NUMBER:1]
[SECRET_NUMBER:1]
[REGIONAL_INTERACTION_NUMBER:1]
[DISTURBANCE_INTERACTION_NUMBER:1]
[EVIL_CLOUD_NUMBER:1]
[EVIL_RAIN_NUMBER:1]
[GOOD_SQ_COUNTS:1:0:0]
[EVIL_SQ_COUNTS:1:0:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:0:1]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:1228]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:10]
[CAVERN_LAYER_WATER_MAX:90]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:3]
[LEVELS_ABOVE_LAYER_3:3]
[LEVELS_ABOVE_LAYER_4:3]
[LEVELS_ABOVE_LAYER_5:3]
[LEVELS_AT_BOTTOM:5]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:3]
[NON_MOUNTAIN_CAVE_MIN:0]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:4]
[TOTAL_CIV_POPULATION:3790]
[SITE_CAP:12]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

I've spun this globe up around two dozen times, without a crash.  It has no embark points, however, becareful

« Last Edit: February 19, 2012, 03:17:19 am by knutor »
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NewsMuffin

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Re: Dwarf Fortress 0.34.02 Released
« Reply #51 on: February 19, 2012, 03:33:35 am »

End year 8600?
By god man, what are you doing?
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zapte

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Re: Dwarf Fortress 0.34.02 Released
« Reply #52 on: February 19, 2012, 04:09:14 am »

   (*) Stopped lye making from using full water buckets (Quietust)

finnaly, mah bukkits!!!!
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WillowLuman

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Re: Dwarf Fortress 0.34.02 Released
« Reply #53 on: February 19, 2012, 05:19:35 am »

Once more may wagons be scuttled!!!  :D

However, I'm seeing a glitch where if I try to view the description of a werebeast in adventure mode, the game crashes.
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LittleD

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Re: Dwarf Fortress 0.34.02 Released
« Reply #54 on: February 19, 2012, 06:58:54 am »

All hail Toady One! Glad to see some bugfixes so fast after release!

Unfortunate thing is that I must abandon my fortress, after another (because of all of the delicious FUN) aquifer breaking (which is about a half hour of absolutely NOT_FUN building/continue constructing mashing (or i am maybe missing some of dwarven science about dealing with aquifers...)).
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thijser

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Re: Dwarf Fortress 0.34.02 Released
« Reply #55 on: February 19, 2012, 11:50:20 am »

So maybe toady could instead of trying to optimize the calculations during world gen try to make write some of the data in the ram memory to the hard disk (into some temporary file).
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Kordanor

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Re: Dwarf Fortress 0.34.02 Released
« Reply #56 on: February 19, 2012, 01:25:25 pm »

So maybe toady could instead of trying to optimize the calculations during world gen try to make write some of the data in the ram memory to the hard disk (into some temporary file).

Unfortunately this won't help too much. It has already reached something like a "critical calculation duration" at crash.
What I mean is the following:
The Moment it crashes it already reached calculation times of about 10 Minutes per year. Dependent on the circumstances this will happen sooner or later. With all options set to max it reaches 10 minutes/year probably between year 240 and 260 from what I experienced so far. From this moment on it's not very far until it crashes. Maybe 20 years or so (read: 5 hours).

Now if this data was saved to the hard disc the calculation process would probably not crash. However, this would not get you anywhere anyways because at this point it takes maybe 50 additional years when the calculation time reaches 1h per year (additional 120 years to reach 24h per year). Probably it will even take longer as working with the harddrive will slow down the process additionally I guess.

So optimizing, cutting or "stretching" (e.g. calculation only for every 3 years, asuming that it didn't happen anything in this timespan) the calculations is the only way to go here I guess.

I am not a professional programmer though, so correct me if I oversaw something.
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Levi

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Re: Dwarf Fortress 0.34.02 Released
« Reply #57 on: February 19, 2012, 02:25:17 pm »

I seem to be getting a fair bit of crashes in fortress mode.  Not sure why.  At least one of them seemed to happen when migrants were arriving.
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Buttery_Mess

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Re: Dwarf Fortress 0.34.02 Released
« Reply #58 on: February 19, 2012, 02:43:55 pm »

I noticed kaolinite isn't on the stone menu, nor are all the other non-economic stones. That doesn't seem right.
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Footkerchief

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Re: Dwarf Fortress 0.34.02 Released
« Reply #59 on: February 19, 2012, 02:51:35 pm »

I noticed kaolinite isn't on the stone menu, nor are all the other non-economic stones. That doesn't seem right.

Bug report.
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