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Author Topic: Dwarf Fortress 0.43.05 Released  (Read 173873 times)

jecowa

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Re: Dwarf Fortress 0.43.05 Released
« Reply #75 on: July 09, 2016, 12:02:42 pm »

All the libraries of the Mac version go into a "libs" folder.
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The Scout

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Re: Dwarf Fortress 0.43.05 Released
« Reply #76 on: July 09, 2016, 12:12:35 pm »

I've set the leave page button to spacebar since I started playing but I'm finding screens that have the filter always on, causing me to have to force-quit.
One example is the Traits list when setting conditions in the Job Manager.
« Last Edit: July 09, 2016, 12:14:28 pm by The Scout »
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waveclaw

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Re: Dwarf Fortress 0.43.05 Released
« Reply #77 on: July 09, 2016, 01:12:08 pm »

kinda hope  the new update for 32bit players kinda have a side folder to hold all those dlls.
unless Toady makes a separate launcher for DF (like on Linux/OS X), which might not work, or you install all of those libraries system-wide.
When making a package for Debian (Unbutun), RedHat (Fedora) or other Linux distributions of software (e.g. openSuSE) the maintainer usually has to write a new launcher.  The DLLs (.so files) are supposed to go in specific locations according to the Linux Standards Base.  To handle that requires the lanucher be aware of where to look for those libraries.

Sorting all this out is one of the small time sinks for building a package based on pre-compiled software like DwarfFortress.  For instance, Toady ships libraries in /libs. So splitting the game into a dwaffortress-bin.rpm and a dwarffortress-libs.rpm is either going to be recommended or required by many build services that can be used. On top of that, shipping libstdc++ and libgcc pisses off package checking tools.

Many Mac applications ship a lot of libraries in their own package so Toady's layout is the norm there.

Of the top of my head, I'm not sure what registry changes one would have to do to get Windows 7, 8 or 10 to properly handle a binary that needed to  sort the DLLs to their own location.  Most the options available are for compile-time (see https://msdn.microsoft.com/en-us/library/windows/desktop/ms682586(v=vs.85).aspx.)
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lethosor

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Re: Dwarf Fortress 0.43.05 Released
« Reply #78 on: July 09, 2016, 01:39:43 pm »

Yes, I'm aware that the Mac and Linux versions keep their libraries in the "libs" folder. That's why I referred to the launcher script on those platforms, which set up the library search paths properly.
It sounds like something similar might be possible on Windows, but I don't know if it would work, and if it does, it would confuse people who've been used to launching the executable directly.
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

jecowa

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Re: Dwarf Fortress 0.43.05 Released
« Reply #79 on: July 09, 2016, 02:21:21 pm »

Oh, I understand now. When I heard "launcher" I was imagining something like the WoW launcher or Minecraft launcher that does things like update the game for you and launch it.

To avoid confusion for Windows users, maybe call the launcher "dflaunch.exe" and rename the actual Dwarf Fortress binary to something more obscure like "gamedata.exe". I'm not sure if you're allowed to remove the ".exe" extension or not, but I think you can set it to be hidden.
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lethosor

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Re: Dwarf Fortress 0.43.05 Released
« Reply #80 on: July 09, 2016, 04:05:04 pm »

Yeah, I meant "launcher script", sorry.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Rafal99

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Re: Dwarf Fortress 0.43.05 Released
« Reply #81 on: July 10, 2016, 04:40:35 am »

I wonder if there is any point in maintaining the (Small) versions of DF releases.
The difference is only about ~2MB for both Legacy and SDL versions, and seems very small to be worth it.
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Rafal99

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Re: Dwarf Fortress 0.43.05 Released
« Reply #82 on: July 10, 2016, 05:45:52 am »

If you're using the same size of floating point number (32-bit "float" or 64-bit "double"), you should always get exactly the same result whether you're running 32-bit or 64-bit code.

http://stackoverflow.com/questions/22710272/difference-in-floating-point-arithmetics-between-x86-and-x64
You learn something new every day - for those too lazy to click the link, 64-bit code uses SSE instructions (which have separate versions for 32-bit "float" and 64-bit "double") for floating point arithmetic, while 32-bit code uses FPU instructions (which upconvert all floats to 80-bit "long double", which you can't actually use directly on Windows) because of the possibility that SSE might not be available.

Apparently, though, newer versions of MSVC use (or can be told to use) SSE in 32-bit code as well to make things stay consistent, though I'm not sure if that's an option in the old version of GCC Toady's using.


If it proves to be unsolvable using only compiler settings, there are libraries for it. One I know of is STandalone REproducible FLOating-Point library (STREFLOP <- google it).
It was successfully used in one of the open-source projects I have been following, and allowed deteterministic calculations between both 32bit and 64bit Windows and Linux.
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Rumrusher

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Re: Dwarf Fortress 0.43.05 Released
« Reply #83 on: July 10, 2016, 06:40:16 am »

I was mostly slightly tiffed over the having to scroll all the way down to the Exe file and wondering if there a reason dll has to be out next to the exe.
that said it's not like it's a big deal to the point where toady rewrites the handlers to stuff all the dlls into a windows folder because I realized that would make more problems than solutions.
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Fleeting Frames

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Re: Dwarf Fortress 0.43.05 Released
« Reply #84 on: July 10, 2016, 08:43:45 am »

I wonder if there is any point in maintaining the (Small) versions of DF releases.
The difference is only about ~2MB for both Legacy and SDL versions, and seems very small to be worth it.
Keeping releasing them separately? Yes. They'll have to be tested; it is quite possible that something unintended such as unusable stone axes might have snuck in. Testing catching those thing in a small list of things to double-check saves much time later, even if making a thread and compiling and hosting the release are not entirely without cost.

Besides, just because bugfixes, complete rewrites of old code and adjustments to existing stuff are not generally exactly big increases in filesize, doesn't mean they can't have substantial impact. And I know you know I know you know that - I like granularity of choice in picking which meteor crater to visit, though.

lethosor

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Re: Dwarf Fortress 0.43.05 Released
« Reply #85 on: July 10, 2016, 08:49:56 am »

I'm not really sure what you mean, but in case anyone isn't sure what the small release is, it's the normal release without the music included. If Toady creates it by making a copy of the full release and removing the sound files, practically no testing should be needed besides making sure DF can start up without sound.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Fleeting Frames

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Re: Dwarf Fortress 0.43.05 Released
« Reply #86 on: July 10, 2016, 09:27:26 am »

Consider me humbled >_> My apologies, I thought Rafal99 meant the 0.01 version number changes.

Random_Dragon

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Re: Dwarf Fortress 0.43.05 Released
« Reply #87 on: July 10, 2016, 10:24:49 am »

I was mostly slightly tiffed over the having to scroll all the way down to the Exe file and wondering if there a reason dll has to be out next to the exe.
that said it's not like it's a big deal to the point where toady rewrites the handlers to stuff all the dlls into a windows folder because I realized that would make more problems than solutions.

Agreed, it's kind of a brand new annoyance. -w-
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Rumrusher

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Re: Dwarf Fortress 0.43.05 Released
« Reply #88 on: July 10, 2016, 10:27:37 am »

I was mostly slightly tiffed over the having to scroll all the way down to the Exe file and wondering if there a reason dll has to be out next to the exe.
that said it's not like it's a big deal to the point where toady rewrites the handlers to stuff all the dlls into a windows folder because I realized that would make more problems than solutions.

Agreed, it's kind of a brand new annoyance. -w-
I got over it as I kinda made uber trees that some how crash the game and leave these weird holes in the sky if you manage to cut one down.

all so I can stick trees into ocean biome so you can use them as platforms.
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Random_Dragon

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Re: Dwarf Fortress 0.43.05 Released
« Reply #89 on: July 10, 2016, 10:42:58 am »

Ah, physics fuckery. Perfect cure to any bad mood. o4o
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