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Author Topic: Dwarf Fortress 0.34.11 Released  (Read 245724 times)

SmileyMan

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Re: Dwarf Fortress 0.34.11 Released
« Reply #45 on: June 06, 2012, 06:28:06 am »

Watching miners excavate a wall is amazing - they operate like a beautiful little machine now! Great tweak!
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

TheBeardyMan

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Re: Dwarf Fortress 0.34.11 Released
« Reply #46 on: June 06, 2012, 10:15:12 am »

Download (Click refresh on your browser if it doesn't show up)

Major bug fixes
   (*) Stopped adventurer from turning into an underground creature when solid ground for placement couldn't be found

Sounds related to this phenomenon, which nobody believed when I reported it  ;D
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Khym Chanur

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Re: Dwarf Fortress 0.34.11 Released
« Reply #47 on: June 06, 2012, 11:10:11 am »

For bash you should be able to do this to the launch script:

1) Change #!/bin/sh to #!/bin/bash

That would only matter if the script used any bash-specific features.  But it doesn't, so changing that would just make it stop working on systems without bash installed in /bin.

I'm curious, how many Linux systems used to play Dwarf Fortress wouldn't have bash installed in /bin?
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eataTREE

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Re: Dwarf Fortress 0.34.11 Released
« Reply #48 on: June 06, 2012, 12:39:24 pm »

I'm curious, how many Linux systems used to play Dwarf Fortress wouldn't have bash installed in /bin?

Part of my job involves writing shell scripts. We have no Unix system in the entire company which doesn't have Bash; in fact, the last time I touched Unix systems with no Bash was in 2007 and I haven't even seen one since. Nevertheless, I unfailingly use '#!/bin/sh' as my exec line, and don't use Bash-specific features unless there's just no way to do it with standard shell syntax (and then I write it in Perl instead). So in case an evil magic wizard casts a spell replacing our Unix environment with one from 1995, my scripts will still run, I guess...
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ZeroSumHappiness

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Re: Dwarf Fortress 0.34.11 Released
« Reply #49 on: June 06, 2012, 01:29:12 pm »

If a magic wizard is changing your OS out from under you I'd be worried at more than just whether or not my shell scripts ran...
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LordBaal

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Re: Dwarf Fortress 0.34.11 Released
« Reply #50 on: June 06, 2012, 01:33:44 pm »

One can't never bee too prepared.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

greycat

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Re: Dwarf Fortress 0.34.11 Released
« Reply #51 on: June 06, 2012, 05:37:26 pm »

It's simply better from a programming point of view to use #!/bin/sh when you aren't using bash-specific features.  On many systems this will launch a shell that's lighter/faster than bash, and on the rest, it'll still work fine.

There are certainly situations where using bash-specific features (and therefore #!/bin/bash) is a good idea, but launching DF doesn't happen to be one of them.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

fuzzylunkinz

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Re: Dwarf Fortress 0.34.11 Released
« Reply #52 on: June 06, 2012, 09:42:27 pm »

#!/bin/sh is definitely better practice.  This game appeals to all sorts of linux hobbyists and some distributions, like Gentoo, make it easy to use an alternative shell, like zsh.

And don't pull that "most popular distro" thing on me, we're not mainstream here :P.
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Raptor_a22

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Re: Dwarf Fortress 0.34.11 Released
« Reply #53 on: June 06, 2012, 11:54:47 pm »

Thankyou oh masterful Toady One. Now I no longer have to suffer my fledgling forts being torn apart by rioting children! ;D
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Raptor's CivMod, Mithril and Dark Elves and Alchemy, oh my!
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Dwarf Fortress: The only game where severe necrosis leading to exploding limbs is "awesome."

The Bard

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Re: Dwarf Fortress 0.34.11 Released
« Reply #54 on: June 07, 2012, 10:40:22 am »

Do traps still block depot access?
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EmeraldWind

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Re: Dwarf Fortress 0.34.11 Released
« Reply #55 on: June 07, 2012, 11:12:26 am »

Do traps still block depot access?

Um, do they block depot access?

I'm playing 0.34.10 and my traps don't block access to the depot.
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draco1234

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Re: Dwarf Fortress 0.34.11 Released
« Reply #56 on: June 07, 2012, 12:16:32 pm »

Do traps still block depot access?

Um, do they block depot access?

I'm playing 0.34.10 and my traps don't block access to the depot.

I think The Bard means to ask if traps still block depot access to caravans.
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MaximumZero

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Re: Dwarf Fortress 0.34.11 Released
« Reply #57 on: June 07, 2012, 01:30:29 pm »

Do traps still block depot access?

Um, do they block depot access?

I'm playing 0.34.10 and my traps don't block access to the depot.

I think The Bard means to ask if traps still block depot access to caravans.
Wagons, and from what I can tell, yes. I wonder why that changed?
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
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Lac

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Re: Dwarf Fortress 0.34.11 Released
« Reply #58 on: June 07, 2012, 02:40:54 pm »

Quote
(*) Stopped haulers from wandering in loops in certain circumstances
Does anyone have details on this?
You can always look at the write-ups on Mantis - the change log screen lists all the ones fixed per version.  That bug is 5937 and Ag believes it is due to the dwarf switching between two or more destinations that each become 'the closest' as the dwarf paths to his previous choice.  No details on how Toady fixed it though.
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floundericiousWA

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Re: Dwarf Fortress 0.34.11 Released
« Reply #59 on: June 07, 2012, 02:48:28 pm »

Do traps still block depot access?

Um, do they block depot access?

I'm playing 0.34.10 and my traps don't block access to the depot.

I think The Bard means to ask if traps still block depot access to caravans.
Wagons, and from what I can tell, yes. I wonder why that changed?

Yes YES YES. This.  I was wondering about this.  It just popped up on my fort and I had to rearrange ALL of my access points and defenses to address that change.  It was, in some respects, better in 0.31.x when I didn't have to worry about it...but I like the bigger stuff the wagon trains bring now.  Anyways...it just requires some rejiggering of ingress architecture.
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