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Author Topic: Making a DF clone prototype with multiplayer. What do you want/expect ?  (Read 6241 times)

Max™

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Re: Making a DF clone prototype with multiplayer. What do you want/expect ?
« Reply #45 on: November 12, 2015, 03:19:13 pm »

OK, this is in fact in 34.11, but 40.24 is even worse.
Ok, so you're using a processor which nowadays is roughly equivalent to cavemen banging on rocks while listening for the sounds across a string telephone, which is amazing by itself since I didn't even know they were a thing for the last what, decade?

You've got bugs that sound like duplicated raws or weird mod interactions.

You're playing 34.11, yet these problems apply to and are relevant to 40.24?

Engraved here is masterful rendition of a well-designed image of a very confused Max and a forum post. The Max is making a plaintive gesture, the forum post is laughing, this relates to mortal wounding of the Max's sanity in 215 during The Confused Siege of Disorientation.
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miauw62

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Re: Making a DF clone prototype with multiplayer. What do you want/expect ?
« Reply #46 on: November 12, 2015, 03:46:01 pm »

i didnt actually bother to read most of that post, but those bugs do indeed sound like raw duplication.
like, that is stuff that does not happen. df is a buggy game and has its share of crash bugs, but those are not amongst them. (most of them are dwarves refusing to do something in a specific situation, from what i've seen)

and yeah, performance in this version is pretty bad and toady should probably focus on optimization a bit after the current update cycle finishes.
i am not well-versed in this, but how would using lots of memory cause performance loss when 90% of this memory is not used? if you are using a computer made out of wood, 500 MB is a lot, but nowadays even normal desktop computers intended for writing word documents come with 4 GB at least, more commonly 6 or even 8 gigs.
the first athlon xps came out before DF even started development, and the last ones a few years after. it has a pretty bad clockrate and, importantly, small caches. Plucking a random i5 off a website somewhere, it has a L2 cache twice as big as your average Athlon XP, and a L3 cache at all, which is not apparently present in the Athlon XP.
(this info is from some quick wikipedia lookups, dont burn me on a stake)
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Miuramir

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Re: Making a DF clone prototype with multiplayer. What do you want/expect ?
« Reply #47 on: November 12, 2015, 03:55:57 pm »

First off, I'm pretty dubious about your scope at best.  Just dealing with the overhead of making something multiplayer / networked can take multiple person-months, and you're talking about doing that on *top* of some sort of fairly elaborate game. 

Given your apparent background and practical scope, why not make a mini-game that could, hypothetically, be a module in some future endeavor?  For instance, why not do a Dwarven Caravan Trader simulator?  Each player starts with a caravan at the mountain home and a budget for trade goods, bribes, intelligence gathering, equipment, and so on.  Once set up, they set out for one or a route of randomly-generated fortresses, which at this level are basically black boxes that consume inputs and produce outputs (note that "drama" and "magma" may both be outputs :)  Eventually, you bring your cargoes back to the Mountain Home, and see who made a profit and who gets demoted to pump operator. 

The interface can be fairly simple, text-based or a simple web form to get started.  There are existing board games that might provide some ideas, such as "The Speicherstadt" which might be one interesting take on the Mountain Home end of things.  Various systems in the "rail game" genre may also be a good source of ideas. 

Once you've got a functioning prototype, you could then poke into DFhack and related utilities, and figure out how to "load" a DF world as your template for the civilizations, names, mountain homes, forts, resources, production values, etc. 

If you use a license like 2-clause BSD, your work could then later become part of a larger project, perhaps even DF itself; or continue to develop (by you or a team) as a "side game" that allows people to expand their DF experience in a new direction that is not likely to be supported by mainline DF for several years yet, if at all. 
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milo christiansen

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Re: Making a DF clone prototype with multiplayer. What do you want/expect ?
« Reply #48 on: November 14, 2015, 04:43:24 pm »

I will admit that DF has terrible performance and could really use some optimization (mostly in path finding, but other things as well).

Some multi-treading and memory use optimization would help a lot, that said most of the bugs Purple Gorilla was complaining about are either things I have never seen (and I have been playing long enough to have seen just about one of everything), or are things that sound like duped raws/memory corruption.

And seriously: An Athlon XP? With 1GB of RAM? That sounds like the PC I bought used (well) over ten years ago! I just finished building a system for less than $500 that has an FX 6300 with 16GB ram plus a good mid-range graphics card. And that's with a new monitor, case, motherboard, ect.

What do you use for an OS? Windows XP? It would be hard to run anything newer than that...
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miauw62

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Re: Making a DF clone prototype with multiplayer. What do you want/expect ?
« Reply #49 on: November 14, 2015, 04:57:18 pm »

Inb4 another 10000-page multithreading debate.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.
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