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Author Topic: [OBSOLETE] DF Accelerator  (Read 32178 times)

Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #30 on: November 16, 2008, 05:32:04 am »

Maximus, I think I've encountered the glitch and know the problem.

It appears that partial print glitches while minmizing by reseting the grid size, broking the whole damn thing. How does that happen you say? It's simple. IT CRASHES.
Thank you and good night.

EDIT: By "reseting the grid size" I mean to something like 4x3 or 2x1...

Yep, yup.

It's really a driver bug, but I think I can work around it by ignoring grid resets that don't reset it to at least 80x25.
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janglur

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #31 on: November 17, 2008, 02:35:50 am »

Wierd.  Using this drops my FPS from ~100 to ~4.  Drastic, horrible slowdown.


2.6 GHz Celeron.
1 GB DDR-333
GeForce MX 440.
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #32 on: November 17, 2008, 04:01:31 am »

Wierd.  Using this drops my FPS from ~100 to ~4.  Drastic, horrible slowdown.


GeForce MX 440.

Could you paste the debugging output? Download dwarfort.exe, see what it prints.

I'd like to make sure nothing too horrible is happening, but what you're describing is probably the result of horrible drivers. (update!)

Even software emulation should be faster than *that*.

That they still run DF properly otherwise is, frankly, weird. But the thing is, there's a good chance this code will make it into DF proper (minus all the state inference, which is what has been buggy so far), so we really need to figure out what's going wrong for you.

glEnableClientState/glDrawArrays are opengl 1.1 functions, and should be available virtually everywhere, but it seems that the opengl 1.0 functions toady used work for you, and 1.1 doesn't. Just weird.
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Cles

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #33 on: November 17, 2008, 01:04:19 pm »

I get corrupted graphics like the first post warns, but when I try to use F11 to toggle, it crashes. I'm going to try that .exe now.
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Erom

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #34 on: November 17, 2008, 01:54:28 pm »

GeForce MX 440.

What drivers? I have the same card, and the last official drivers came out for it _years_ ago, and were poop in either case. Get the Omega drivers if you haven't already.

I don't actually have a fort large enough to test this on the current version - I shall endeavor to remedy this posthaste!
« Last Edit: November 17, 2008, 01:59:24 pm by Erom »
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #35 on: November 17, 2008, 05:15:07 pm »

I get corrupted graphics like the first post warns, but when I try to use F11 to toggle, it crashes. I'm going to try that .exe now.

It may simply be overrunning the texture cache. I tried the easy way, by making it fixed-size.. I keep finding tilesets that are larger.

That triggers an assertion that kills it (no corruption), but also happens to kill the debug window. You'd need to launch it from a command line window to prevent that.

In any case, I'll replace that with something less lazy in.. oh, twenty hours or so, after I sleep.

For now, if that's the reason, then just turning off the graphical tileset will fix it. In other words, if you do and it still doesn't work, tell me. ^_^
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Milskidasith

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #36 on: November 17, 2008, 06:34:35 pm »

My fortress was running at around 6 FPS min, 9 FPS max before the mod. Now I'm running at 9 to 11 while watching the action, and partial print nearly doubles that framerate while looking elsewhere (15~18 FPS).

I'm just wondering: Does increasing the number on partial print give you a large FPS increase, or not really?
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Milskidasith

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #37 on: November 17, 2008, 07:03:20 pm »

Hmm. I just had DF double in speed now (or more). Now I'm hitting 25 FPS. What's weird is that I was doing that BEFORE the accel. program, but then it slowed down to under ten. Now I've got that back, either through some problem being cleared up (off screen dwarf caravan, potentially) and/or the accel. program.

Even if it isn't the program, I've still gotten up to 30 now, with 25 at the lowest, compared to my old 20 and 25 from when the game wasn't running horribly slow.
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Glaughdram

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #38 on: November 18, 2008, 12:44:50 am »

Works here. Fast.
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #39 on: November 18, 2008, 02:57:02 am »

I'm just wondering: Does increasing the number on partial print give you a large FPS increase, or not really?

The partial-print number is, as I understand it, the number of times DF will redraw a tile before stopping. Increasing it should slow things down.

DFA redraws the screen entirely every frame anyway, so setting it above zero would be pointless.
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #40 on: November 18, 2008, 02:58:15 am »

Hmm. I just had DF double in speed now (or more). Now I'm hitting 25 FPS. What's weird is that I was doing that BEFORE the accel. program, but then it slowed down to under ten. Now I've got that back, either through some problem being cleared up (off screen dwarf caravan, potentially) and/or the accel. program.

The only thing the program affects is graphical output; you could just move opengl32.dll out of the directory to check how much of a difference it really makes.
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Sunday

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #41 on: November 18, 2008, 02:40:41 pm »

Hey, playing on a mac here.

I fee like I'm doing something wrong, but I can't figure out what it is.

Here's what I get from the terminal window when I try to do the "sh run.sh" command:

dylan-cerlings-ibook-g4:~/Desktop/games/Dwarffortress root# sh run.sh
dyld: could not load inserted library: opengl.dyld

run.sh: line 4:  1218 Trace/BPT trap          Dwarf\ Fortress.app/Contents/MacOS/Dwarf\ Fortress


Thanks.
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #42 on: November 18, 2008, 02:44:22 pm »

Hey, playing on a mac here.

I fee like I'm doing something wrong, but I can't figure out what it is.

Here's what I get from the terminal window when I try to do the "sh run.sh" command:

dylan-cerlings-ibook-g4:~/Desktop/games/Dwarffortress root# sh run.sh
dyld: could not load inserted library: opengl.dyld

run.sh: line 4:  1218 Trace/BPT trap          Dwarf\ Fortress.app/Contents/MacOS/Dwarf\ Fortress


You're on a G4. It only works on intel macintoshes, as I don't have access to a ppc mac to compile on.

You could, however, grab the source and compile your own. After installing xcode, it's just a make.
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #43 on: November 18, 2008, 04:20:54 pm »

Right. I've fixed up the texture logic, which seems to have removed a number of crash bugs.

Those of you who had problems with it crashing, especially if you were using graphical tilesets, try it now.
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Yaddy1

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #44 on: November 18, 2008, 07:42:00 pm »

Never mind I read the post. (I have a ppc)
« Last Edit: November 18, 2008, 07:44:03 pm by Yaddy1 »
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