Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 148

Author Topic: The NEW Future of the Fortress  (Read 349466 times)

Thallone

  • Bay Watcher
    • View Profile
Re: The NEW Future of the Fortress
« Reply #75 on: August 20, 2008, 07:31:22 pm »

I'm pleased with the current version, and though it is shortsighted, pigheaded, and selfish of me, I'd still like to see some performance optimizations go in. I understand the early state of the game. I understand there is major work to be done. I understand that such things are on the backburner.

However I, more then anything, want to run a massive fortress of 400 dwarves fighting a horde of 4000 goblins. I just want to see that before I die, really.
Ok, now that you've got your wish (getting 200fps with a river and a magma pipe in a 6x7 multi-cliff fort at the start, prior version was ~30 same type layout) perhaps we need to be able to throttle framerate in-game. Why? because after the first season, 200fps is great, but the first week, you almost want to have it pause every time a task completes, and at 200 fps even a brand new miner chews thru stone like butter and the days fly by in an instant.
Logged

KaelGotDwarves

  • Bay Watcher
  • [CREATURE:FIRE_ELF]
    • View Profile
Re: The NEW Future of the Fortress
« Reply #76 on: August 20, 2008, 08:21:00 pm »

perhaps we need to be able to throttle framerate in-game.
You know there's a limit max fps option in the init.

MoonCabbage

  • Bay Watcher
  • Robot Rock, Robot
    • View Profile
Re: The NEW Future of the Fortress
« Reply #77 on: August 24, 2008, 03:15:00 pm »

A shameless bump with a shameless old question to get the motors of an important and historic DF thread rolling.

eventually speaking, old sites with ghosts are to be incorporated into DF as they save all the units that lived in the fortress. Is this to be related in any way to magic in  the game, or is this just to be a natural phenomenon and will there be demon ghosts and the such?
Logged

Hakar

  • Bay Watcher
    • View Profile
Re: The NEW Future of the Fortress
« Reply #78 on: August 25, 2008, 12:01:50 pm »

I'm most interested in the new underground, its rather bland right now.
Logged
A dwarf's unfailing capacity to believe what he prefers to be true rather than what the evidence shows to be likely and possible has always astounded me. We long for a caring Fortress which will save us from our childish mistakes, and in the face of mountains of evidence to the contrary we will pin all our hopes on the slimmest of doubts. Gold has not been proven not to exist, therefore it must exist.
Philosopher Prokhor Zakharov,
"For I Have Tasted The Plump Helmet"

Zemat

  • Bay Watcher
  • Zemat, programmer, cancels coding: Too insane.
    • View Profile
Re: The NEW Future of the Fortress
« Reply #79 on: September 02, 2008, 11:48:24 am »

So, uh, what does this entails?

II: Improving military organization/command structure


How does Toady plans to improve it? I'm very curious about it.
Logged
You too can help bring to life the RogueLife Project!

Markham

  • Bay Watcher
    • View Profile
    • http://www.boogatech.com
Re: The NEW Future of the Fortress
« Reply #80 on: September 02, 2008, 03:04:23 pm »

I know the Army Arc was expected, but this:

Quote
the first pass on underground changes

This is awesome.  I can't wait for this one, for obvious reasons:


Urist Minerdwarf has discovered an underground cave!
Id Fisherdwarf cancels fish: interrupted by Subterranean Shark Bat!
« Last Edit: September 02, 2008, 03:08:30 pm by Markham »
Logged

sweitx

  • Bay Watcher
  • Sun Berry McSunshine
    • View Profile
Re: The NEW Future of the Fortress
« Reply #81 on: September 02, 2008, 06:01:05 pm »

I know the Army Arc was expected, but this:

Quote
the first pass on underground changes

This is awesome.  I can't wait for this one, for obvious reasons:

Urist Minerdwarf has discovered an underground cave!
Id Fisherdwarf cancels fish: interrupted by Subterranean Shark Bat!
I like the look on Urist Minerdwarf's face.  It's like he's saying.
"Wimpy Id, it's only flying shark bat."
Logged
One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

Tormy

  • Bay Watcher
  • I shall not pass?
    • View Profile
Re: The NEW Future of the Fortress
« Reply #82 on: September 02, 2008, 06:06:29 pm »

So, uh, what does this entails?

II: Improving military organization/command structure


How does Toady plans to improve it? I'm very curious about it.

Probably it will be easier to create/manage squads. Also maybe we will have regiments or something like that. [IE control more squads as one].
..as an addition..
What I would like to see -somewhat related to this- is:

http://www.bay12games.com/forum/index.php?topic=23784.0
Logged

Zemat

  • Bay Watcher
  • Zemat, programmer, cancels coding: Too insane.
    • View Profile
Re: The NEW Future of the Fortress
« Reply #83 on: September 02, 2008, 06:23:10 pm »

So, uh, what does this entails?

II: Improving military organization/command structure


How does Toady plans to improve it? I'm very curious about it.

Probably it will be easier to create/manage squads. Also maybe we will have regiments or something like that. [IE control more squads as one].
..as an addition..
What I would like to see -somewhat related to this- is:

http://www.bay12games.com/forum/index.php?topic=23784.0


Designating targets would be awesome. But I would prefer if the enemy AI gets a boost first.
Logged
You too can help bring to life the RogueLife Project!

Techhead

  • Bay Watcher
  • Former Minister of Technological Heads
    • View Profile
Re: The NEW Future of the Fortress
« Reply #84 on: September 03, 2008, 07:38:08 am »

Looking at the bug list, I noticed the first bugs ever, numerically, still haven't been fixed.
Quote
000001 ? [adventure mode][combat] cannot block fireballs in any way right now
000002 ? [adventure mode][display] allow adjustment of speed of adv mode flying objects -- projectiles too fast
000003 ? [adventure mode][display] memory stairways occasionally obscured by the flashing stuff
000004 ? [adventure mode][inventory] some mechanism for swapping grasps, getting a weapon to the favored hand specifically
Logged
Engineering Dwarves' unfortunate demises since '08
WHAT?  WE DEMAND OUR FREE THINGS NOW DESPITE THE HARDSHIPS IT MAY CAUSE IN YOUR LIFE
It's like you're all trying to outdo each other in sheer useless pedantry.

Granite26

  • Bay Watcher
    • View Profile
Re: The NEW Future of the Fortress
« Reply #85 on: September 03, 2008, 08:10:27 am »

Quote
stopped fell moods from occurring if the fortress race does not drop a corpse

Seriously... It's a pretty in-depth game that needs that particular fix... :)

sweitx

  • Bay Watcher
  • Sun Berry McSunshine
    • View Profile
Re: The NEW Future of the Fortress
« Reply #86 on: September 03, 2008, 11:40:52 am »

Quote
stopped fell moods from occurring if the fortress race does not drop a corpse

Seriously... It's a pretty in-depth game that needs that particular fix... :)
... I assume this is due to a mod that allows corpse-less playable race in fortress mode.  Hm... fastest way to destroy a fortress, a single fell dwarf going around grabbing everyone and killing everyone.
Logged
One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

Alfador

  • Bay Watcher
  • Dangerous Lunatic
    • View Profile
Re: The NEW Future of the Fortress
« Reply #87 on: September 03, 2008, 05:40:45 pm »

Quote
stopped fell moods from occurring if the fortress race does not drop a corpse

Seriously... It's a pretty in-depth game that needs that particular fix... :)

Because Toady knows there will be mods, and does not want them to be able to break the game without trying very hard. ;D
Logged
This is a fox skull helmet. All craftsdwarfship is of the highest quality. It menaces with spikes of fox bone and is encircled with bands of fox leather. This item is haunted by the ghost of Alfador Angrorung the fox.

dreiche2

  • Bay Watcher
    • View Profile
Re: The NEW Future of the Fortress
« Reply #88 on: September 04, 2008, 11:48:10 am »

Toady, I have a couple of questions. Basically, personally I've stopped playing DF because it just runs too slow on my lappy given the limited amount of time I actually have to play it. I also have some time on my hands right now and started doing some research about various things (see below).

1. I just wondered, do you know what currently is the biggest resource hog in DF in advanced games? Is it the pathfinding or maybe the management of all the items?

2. I think you hinted at a possible Linux port. Do you have an idea about what would be used to manage the window, keyboard etc. Maybe SDL?

3. I looked a little bit at multithreading. I know it's something you're wary of, and I don't want to start big general and thus useless discussions again, but rather report on some concrete findings based on which you could decide whether it's an useful idea or not. I've looked into OpenMP right now, which can be used to parallelise for-loops. I think I'll look into Boost.Thread next. OpenMP is simple to play around with, but has some non-avoidable caveats. I've got a working minimal example here on my disk, but I wanted to ask first, does it even make sense to report about it, or is this threading business something you want to avoid right now altogether?

Cheers!
Logged

Zemat

  • Bay Watcher
  • Zemat, programmer, cancels coding: Too insane.
    • View Profile
Re: The NEW Future of the Fortress
« Reply #89 on: September 04, 2008, 02:01:59 pm »

AFAIK, MT is something of a taboo here. Not because Toady despise it, but because rewriting DF to use MT would take far too much time and we would gain very little from it for the effort taken (If you don't have a dual-core or quad-core the game might even run slower on your current PC and take much more memory with MT). Most of us wouldn't even notice the difference between ST and MT DF. And the potential amount of MT bugs that it could bring (which, by experience, I can tell you are way harder to get rid of) would be catastrophic for the game.
« Last Edit: September 04, 2008, 02:03:56 pm by Zemat »
Logged
You too can help bring to life the RogueLife Project!
Pages: 1 ... 4 5 [6] 7 8 ... 148