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After experimenting with the options, how is 40d13? Problems only count if the defaults don't work.

Faster than 40d, no problems
- 42 (26.1%)
Faster than 40d, problems
- 72 (44.7%)
No slower than 40d, no problems
- 14 (8.7%)
No slower than 40d, problems
- 16 (9.9%)
Slower than 40d, no problems
- 2 (1.2%)
Slower than 40d, problems
- 3 (1.9%)
Doesn't work (please explain)
- 12 (7.5%)

Total Members Voted: 160


Pages: 1 ... 68 69 [70] 71 72 ... 147

Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 373738 times)

scribbler

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1035 on: March 21, 2009, 01:47:49 pm »

Mac, bus, 'nuff said.
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alavers

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1036 on: March 21, 2009, 02:37:21 pm »

Finally DF is now playable on my macbook!

Just wanted to say, thank you so much for this!

Now, does anyone know of a good key binding to use with the macbook keyboard? :D

edit: nevermind! -=_+ are working wonders.
« Last Edit: March 21, 2009, 04:07:39 pm by alavers »
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Toady One

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1037 on: March 22, 2009, 12:55:33 am »

Feel free to try these out.  My linux especially could be all messed up since I had to rebuild it.

40d10 linux
40d10 osx
40d10 windows
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Barag

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1038 on: March 22, 2009, 02:35:39 am »

I like that the problem with the cursor was fixed. Partial print is no longer a good choice, as it flickers with all the settings I tried. Standard is pretty good with about 2000fps at menu/pause and 150 in game. ACCUM_BUFFER buffer delivers 190fps gameplay, with flickering menus. Frame_buffer seems to be the best with about 180 in game and 4000 in menus/pause.  I couldnt find a difference with gfps_cap from 20 to 60, what should I be seeing? I would say I have gained fps over 4d9. Besides all that, the shortcut works now. Awesome.
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zagibu

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1039 on: March 22, 2009, 05:55:28 am »

The only problem I have with the latest version is that it is almost too responsive...if I hit enter to place a workshop, I don't even get to see the stone selection screen...
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Toady One

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1040 on: March 22, 2009, 06:02:30 am »

I had it skip through the opening post-embark text several times.  Maybe enter is getting stuck or repeating too fast.

edit:  These are both times when the game goes into some thinking right after enter is pressed.  Maybe that has something to do with generating an extra press.  When doing name entry, I don't have any trouble with doubled up keys, so it might be something specific like this, but I'm not sure.
« Last Edit: March 22, 2009, 06:21:49 am by Toady One »
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Veroule

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1041 on: March 22, 2009, 09:02:26 am »

I am seeing the same problem with workshop material selection and some of the main menu selections.  I think I know where to correct it.
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Jorgon

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1042 on: March 22, 2009, 11:20:50 am »

Toady,

I apologize if this was already asked. I would think it had been, but I could not find it anywhere.

As a favor for us utility writers, could you disable "Randomized Base Address" in your project? (Located at (Properties)->Configuration Properties->Linker->Advanced->Randomized Base Address)(Debug and release have to be set separately)

It would be much appreciated.

On a side note, how do you like VS2008? I haven't done much C/C++ in it yet. All the previous versions had some flaky intellisense, has it improved?
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Kishmond

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1043 on: March 22, 2009, 12:07:51 pm »

I voted the 'No Problems' option, but there are odd red flashes when i skip the opening movies. And recorded movies display a bunch of yellow 'F' every 10th frame or so.

Other than that it's playable, and with a better framerate.

chewy2

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1044 on: March 22, 2009, 12:40:00 pm »

I tried this out and it seems I'm missing files of some sort. Everytime i try to start a game it would say Missing_Definition Cat_Mouth. I have no idea whats causing this at all.
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qwert

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1045 on: March 22, 2009, 12:55:45 pm »

Sounds like you copied a save with the raws modified to fix the cat bug, and forgot to copy the raws themselves. Try moving over your old raw/objects folder and overwriting the new one.
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chewy2

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1046 on: March 22, 2009, 01:36:14 pm »

ah I tried replacing the data/objects folder not the raws itself. Thanks
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Taritus

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1047 on: March 22, 2009, 01:36:53 pm »

I'm getting the 'enter' problem as well.  Can't place anything or it skips material selection.
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alpha

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #1048 on: March 22, 2009, 04:40:10 pm »

Feel free to try these out.  My linux especially could be all messed up since I had to rebuild it.

40d10 linux
40d10 osx
40d10 windows


Cool, will test linux one right away.

EDIT:

on start had this pop up at me:

Quote
./dwarfort.exe: error while loading shared libraries: libtiff.so.4: cannot open shared object file: No such file or directory

Solved by:

Code: [Select]
# ln -s /usr/lib/libtiff.so.3 /usr/lib/libtiff.so.4
« Last Edit: March 22, 2009, 04:44:52 pm by alpha »
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Taritus

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Just so people know, the [KEY_HOLD_MS] tag in your init file should be changed from 150 to 230 or so.  That way keys don't get 'pressed' multiple times.
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