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Poll

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 ... 14 15 [16] 17 18 ... 147

Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 376601 times)

Zardus

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #225 on: December 25, 2008, 03:20:08 pm »

Not sure if this has been mentioned, but the crash that people are experiencing on pressing space on the intro seems to happen (to me, at least, in Linux) only with custom grid sizes. Here's the output:

Code: [Select]
zardus@wyth ~/test/df/df_linux $ ./dwarfort.exe

(dwarfort.exe:28514): GLib-GObject-WARNING **: instance with invalid (NULL) clas 
s pointer

(dwarfort.exe:28514): GLib-GObject-CRITICAL **: g_signal_handlers_destroy: asser 
tion `G_TYPE_CHECK_INSTANCE (instance)' failed

(dwarfort.exe:28514): GLib-GObject-WARNING **: instance with invalid (NULL) clas 
s pointer

(dwarfort.exe:28514): GLib-GObject-CRITICAL **: g_signal_handlers_destroy: asser 
tion `G_TYPE_CHECK_INSTANCE (instance)' failed
Using OpenGL output path with client-side arrays
Ideal catalog size: 260x260
Assumptions broken!
Segmentation fault

That happens if I change the grid from 80x25.
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Ostsol

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #226 on: December 25, 2008, 03:26:58 pm »

Yep, that happens to me, too. :(
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Ostsol

Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #227 on: December 25, 2008, 03:34:08 pm »

As I've said before - known bug, fix is in the pipeline.
Of course, there might be further bugs, but the *crash* fix is in the pipeline at least.

Heh. Coding blind is "fun".
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Willfor

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #228 on: December 25, 2008, 03:52:18 pm »

As I've said before - known bug, fix is in the pipeline.
Of course, there might be further bugs, but the *crash* fix is in the pipeline at least.

Heh. Coding blind is "fun".
At least the tantrum spirals on the forums are easier to prevent becoming massacres. ... Right?

Willfor's right arm flies off in an arc!
Willfor's left fifth toe flies off in an arc!
Willfor has been struck down.
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puke

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #229 on: December 25, 2008, 03:55:50 pm »

updated trace based on stuff from IRC:

Code: [Select]
=================
Begin Activation Context Generation.
Input Parameter:
Flags = 0
ProcessorArchitecture = x86
CultureFallBacks = en-US;en
ManifestPath = C:\Users\lmiller\Desktop\df 28.181.40d2\Dwarf Fortress.exe
AssemblyDirectory = C:\Users\lmiller\Desktop\df 28.181.40d2\
Application Config File =
-----------------
INFO: Parsing Manifest File C:\Users\lmiller\Desktop\df 28.181.40d2\Dwarf Fortress.exe.
INFO: Manifest Definition Identity is (null).
INFO: Reference: Microsoft.VC90.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8"
INFO: Reference: Microsoft.VC80.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.762"
INFO: Resolving reference Microsoft.VC90.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8".
INFO: Resolving reference for ProcessorArchitecture x86.
INFO: Resolving reference for culture Neutral.
INFO: Applying Binding Policy.
INFO: No publisher policy found.
INFO: No binding policy redirect found.
INFO: Begin assembly probing.
INFO: Did not find the assembly in WinSxS.
INFO: Attempt to probe manifest at C:\Windows\assembly\GAC_32\Microsoft.VC90.CRT\9.0.21022.8__1fc8b3b9a1e18e3b\Microsoft.VC90.CRT.DLL.
INFO: Attempt to probe manifest at C:\Users\lmiller\Desktop\df 28.181.40d2\Microsoft.VC90.CRT.DLL.
INFO: Attempt to probe manifest at C:\Users\lmiller\Desktop\df 28.181.40d2\Microsoft.VC90.CRT.MANIFEST.
INFO: Attempt to probe manifest at C:\Users\lmiller\Desktop\df 28.181.40d2\Microsoft.VC90.CRT\Microsoft.VC90.CRT.DLL.
INFO: Attempt to probe manifest at C:\Users\lmiller\Desktop\df 28.181.40d2\Microsoft.VC90.CRT\Microsoft.VC90.CRT.MANIFEST.
INFO: Did not find manifest for culture Neutral.
INFO: End assembly probing.
ERROR: Cannot resolve reference Microsoft.VC90.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8".
ERROR: Activation Context generation failed.
End Activation Context Generation.

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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #230 on: December 25, 2008, 04:09:44 pm »

The incorrect application configuration problem has finally been properly solved. Download http://brage.info/~svein/win32_libs.rar and unpack inside the DF directory to fix it.
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jaked122

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #231 on: December 25, 2008, 04:19:52 pm »

tweak and every other utility can't use this version? can it be fixed?

Inari

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #232 on: December 25, 2008, 04:24:54 pm »

I'm running DF on Windows XP, and have just installed the new version.

Everything works fine, except that it's somehow confusing bitumous coal and petrified wood: I can't make coke, since it's looking for the wrong stone:
"... cancels Make Coke from Bitumous Coal: Needs petrified wood."
When I look in the stone listing, it states that petrified wood (and graphite) can be used for making coke, while listing no uses for either coal or lignite.

Searching around, I've come across mention of similar issues running DF on linux (confusing coal and lignite for other stones):
 - http://www.bay12games.com/forum/index.php?topic=9381.5;wap2
 - http://www.bay12games.com/forum/index.php?topic=23087.0
No mention of any solution.

I'm using a game started prior to the version update.

Anyone have any clues as to a fix or a workaround?  Should I list this on the bugs board and/or upload a save game?  I guess I'm going to have to revert to the old version in the meantime. :(

PS: the cursor lag is really darn annoying.  Hope it gets fixed.  Thanks for all your work on this though.

PPS: I had to download the MS Visual C++ redistributable package to get it to work in the first place, just in case that's the source of the weirdness.

PPPS: unpacking the win32_libs.rar file didn't fix it either.
« Last Edit: December 25, 2008, 04:45:16 pm by Inari »
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Peewee

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #233 on: December 25, 2008, 04:39:50 pm »

Sound is screwy for me.
It's like the game is letting different tracks play at the same time... or the same track play in two instances but offset by several seconds.

Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #234 on: December 25, 2008, 05:00:00 pm »

A patch to support pressing multiple keys simultaneously has been forwarded to Toady, along with a separate one to reduce the initial repeat delay to 1ms. I can't actually set it to 0. Hope you won't mind.
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Inari

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #235 on: December 25, 2008, 05:07:37 pm »

A patch to support pressing multiple keys simultaneously has been forwarded to Toady, along with a separate one to reduce the initial repeat delay to 1ms.

Thanks for that Baughn.

In other news, I reverted back to 40d, and the coke issue is still there!
The only difference now between my current environment and how it was when everything was working perfectly an hour ago is that I installed the MS Visual C++ redistributable package. 

[insert copious swearing here]

Anyone know how I can fix this?
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CobaltKobold

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #236 on: December 25, 2008, 05:23:25 pm »

Check your reactions raw is all I can say.

That said, 40d2 is working now, and is a nice 25fps on my 8x8fort with 96 76 dwar'es. Then again, that might do it of itself too.
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Inari

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #237 on: December 25, 2008, 05:25:37 pm »

I have done.

It looks fine, and in any case I've been using the same one all morning.

I had a look at starting a new game, and when I do that, all the stone listings look fine, but I REALLY don't want to have to abandon my current game.

Rats.
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emperorbma

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #238 on: December 25, 2008, 05:29:11 pm »

Everything works fine, except that it's somehow confusing bitumous coal and petrified wood: I can't make coke, since it's looking for the wrong stone:
"... cancels Make Coke from Bitumous Coal: Needs petrified wood."
When I look in the stone listing, it states that petrified wood (and graphite) can be used for making coke, while listing no uses for either coal or lignite.

So that's why my coal is suddenly useless at the smelter.  For reference, I am using the Linux DF; so it seems to be a cross platform issue.

Quote
Check your reactions raw is all I can say.

Did a quick diff of reaction_standard from the old and new and saw no difference.

(Conveniently, I also have a backup of the save from vanilla 40d (when coal did work) for comparison if necessary... although I ran through about a season in the interval)
« Last Edit: December 25, 2008, 05:31:55 pm by emperorbma »
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #239 on: December 25, 2008, 05:29:40 pm »

All I can say is, it seems very unlikely that installing that package is what did it.

That would be like turning your left sock red by changing the speed of light.. without messing up anything *else*.

(Yeah, a bug in the package could do it, but then DF would fall completely apart, not just develop one odd bug)
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