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Futur developement

More tilesets. (Cla, JollyBastion, Vherid)
More optional modifications. (a slippery slope)
More utilities. (I wouldnt even know which ones)
More standardization (even less rocks/gems/stuff)
More bugfixes (whatever is left)
More balancing (for example include Modest Bodies with better joints)
Something else, I let you know in the comments.

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Author Topic: <<<Accelerated DF and Modest Mod>>> - V1.1 now with GUI, 2 versions, 3 tilesets.  (Read 113493 times)

Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #45 on: November 09, 2012, 10:28:01 pm »

It is not monocolored, it is just less stone types. That way your build-lists will be shorter, that is the main reason.

Still waiting on a word from igfig before I do the other modest mod tileset versions.
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Strife26

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #46 on: November 09, 2012, 11:03:18 pm »

Alright, I kinda assumed by the slim choices I was getting offered on embark. I'm guessing that there's a high chance that my random crashes are either from my laptop or the flash drive I'm playing off of right now.



I had a bit of a suggestion to float, what about simplifying leather types instead of complete standardization? Maybe four different types of leather total, so that there's some differentiation between the dead namean lion I made a cloak out of is different from the one I killed a cow for.


Just floating suggestions, any mod that improves DF framerate is a pretty useful thing from where I stand, after all.
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RoaryStar

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #47 on: November 10, 2012, 08:50:19 am »

It is not monocolored, it is just less stone types. That way your build-lists will be shorter, that is the main reason.

It does make the game faster, if only 1000 nanoseconds. The more types of objects, the longer it takes to compile and run all those classes. For example, if Toady had created classes where they simply inherit from a simple class and each "object type" is a different class (which it probably is), trees, like alder, pine, mahogany, etc., each type takes uses up its own time.

Single type (1000 of it):
1 loop processed
1000 processed

At least 1004 nanoseconds used

Multiple type (1000 total, 20 types):
20 loops processed
1000 processed

At least 1080 nanoseconds used

difference of 76*

That's if the code has different classes for each "object type".

If not, it may have no effect.

*That's if each object takes 1 nanosecond to process, and if each loop, if they're for loops, take 4 nanoseconds to process. It's almost certainly more.

My rant about that is over. So, yes, it does take up less framerate. And even if not, it will take longer to start up.
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HaDeZs

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #48 on: November 12, 2012, 09:36:57 am »

I have a slight problem with this mod.  When I do a keypress it regsters it as 2 presses.  So, when I change Z levels/move the X cursor it sometimes does one, sometimes 2-3, very random.  Was really excited about this mod because although I do run a high end system I used to run into lag issues with high pop forts which was the main reason I quit playing DF a while ago. 

Any help would be appreciated.  Going to install just modest mod to see if its a modest mod issue, but im sure its an accelerated DF issue.
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AutomataKittay

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #49 on: November 12, 2012, 09:44:20 am »

Someone had similar issue on regular DF a few times
http://www.bay12forums.com/smf/index.php?topic=116458.0
No idea why it happens, but it's not mod issue AFAIK
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HaDeZs

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #50 on: November 12, 2012, 09:57:19 am »

It doesn't happen on any other DF install that im currently running, just the accelerated one.  Going to reinstall it then check the keypress options in inf.
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RoaryStar

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #51 on: November 12, 2012, 04:19:42 pm »

Double keypresses are vanilla. It happens to me lots of the time, especially when designating digging. Shift + Up sometimes registers as Shift + Up, Up. I've changed the repeat back to normal, it still happens sometimes. There also were lots of this:

- rock craft -  x
+rock craft+  x
  rock craft
- rock craft    x

in Trade, LONG before I did any modding. (before tilesets, INIT changes, etc.)
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HaDeZs

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #52 on: November 13, 2012, 12:43:29 am »

It was part of the settings in the Pheobus graphics version.  Part of the init file.

[KEY_HOLD_MS:50]

[KEY_REPEAT_MS:50]

Changed to

[KEY_HOLD_MS:250]

[KEY_REPEAT_MS:150]

which are the settings on lazy DF that I had downloaded and now everything works perfectly for me.

Is it normal to have engravings to be random patterns instead of the basic phoebus engraved wall pattern?  Im getting gem icons, dwarf icons instead of what im normally used to with Phoebus.  I would reinstall the graphics but i think it breaks modest mod if I'm correct.
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Deon

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #53 on: November 13, 2012, 12:48:49 am »

Yes it's normal when you do not obscure engravings by default, it's init setting (and you can show/obscure them via designation).
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TKGP

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #54 on: November 14, 2012, 04:59:53 pm »

Two bugs I've noticed:
Totems don't show up under Crafts in the bring item to depot menu. You can get them to the depot and trade them if they're in a finished goods bin with some other crafts, though.
The Spin Thread job at a farmer's workshop gives "hair thread", but this can't be woven into yarn cloth at a loom.
Correct me if these are recent vanilla bugs or something, but I've never seen them before installing this.

Regardless, I really like the Accelerated mod. The compacted item types help keep things organized, and now I don't have to be bothered by my cavern wood being so multicolored! :D
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zenerbufen

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #55 on: November 14, 2012, 05:21:58 pm »

posting to follow thread.

0cu

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #56 on: November 15, 2012, 04:25:11 am »

awesome mod.

I played masterwork but didn't enjoy it even with all the features disabled. This mod just rocks. Thank you kind sir.
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dei

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #57 on: November 17, 2012, 07:30:59 pm »

Two bugs I've noticed:
Totems don't show up under Crafts in the bring item to depot menu. You can get them to the depot and trade them if they're in a finished goods bin with some other crafts, though.
The Spin Thread job at a farmer's workshop gives "hair thread", but this can't be woven into yarn cloth at a loom.
Correct me if these are recent vanilla bugs or something, but I've never seen them before installing this.

Regardless, I really like the Accelerated mod. The compacted item types help keep things organized, and now I don't have to be bothered by my cavern wood being so multicolored! :D
I am also having the problem with the being unable to weave wool cloth. I would like to see this fixed.
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Strife26

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #58 on: November 17, 2012, 10:18:09 pm »

This is a pretty minor bug, but civilized races will still give specific butchery returns, so if you allow dwarfs to eat sapient, then they'll butcher goblins and fill their food stockpiles, ending up with generic meat and goblin meat.
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Putnam

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #59 on: November 28, 2012, 10:29:36 pm »

I may need to include this in Fortbent just to have it be playable--Fortbent adds so much now that it uses over 1 GB of RAM, and I figure this could help.

(so can I?)
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