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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 2 [3] 4 5 ... 147

Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 376391 times)

Doomduckie

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #30 on: December 20, 2008, 11:58:05 pm »

Away for the holidays, but testing on laptop. Crashes for any testing I can make. Probably because this is not a gaming laptop. Dwarf Fortress itself (latest version) runs, but this thing you're having us test doesn't.

Intel Pentium Dual CPU T2370 1.73 GHz
1 GB RAM, haven't a clue what type
Mobile Intel(R) 965 Express Chipset Family, latest drivers at least according to the device manager + look for new drivers (I have no clue how to update them, if at all possible)
Windows Vista Service Pack 1

Report
Spoiler (click to show/hide)

Rendering Test
Spoiler (click to show/hide)
it states that I passed with an FPS of about 150 up until tests 2.0 and 2.1, which failed with an FPS of -1.


Running BC.exe gives the following error before it crashes:
"SDL_GL_ALPHA_SIZE failed
Using OpenGL output path with VBOs"

Haven't the slightest what that means. Will test in early January on a different computer if you still need testing then. If there are fixes to gain comaptability with BattleChamps I'd gladly do them.
« Last Edit: December 20, 2008, 11:59:50 pm by Doomduckie »
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Fieari

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #31 on: December 21, 2008, 12:13:51 am »

I ran it default, no problems.  I went to init, set it to windowed:yes, turned on the FPS counter, turned on graphics (default), and raised the fps limits (both of them) to 50000 to see how high it'd go.  It went to 60 FPS only, and then when I selected quit, it crashed.  The console error message reads
Code: [Select]
Asked to clone nonexistent texture!
Asked to clone nonexistent texture!
Using OpenGL output path with VBOs
Using 736x736 texture catalog for 515 3(three garbled characters I've never seen, even in the ASCII charts)


Is there anything you can actually do in the program?  I know there's no "win condition" but it says press enter to go to next turn, but pressing enter seems to do nothing?  Pressing other keys just highlights areas.
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KaelGotDwarves

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #32 on: December 21, 2008, 12:19:12 am »

laptop:
core2duo 1.5
vista
2 gigs RAM
intel GMA x3100
1280x800 pixels

changed:
[WINDOWEDX:1280]
[WINDOWEDY:600]
[FONT:curses_640x300.bmp]
[GRID:160:50]
[G_FPS_CAP:40]

variable 300-1300+ fps sometimes as low as 50 for some reason
usually 400-900 fps

Is this the fps a new version of DF would run? because my machine normally runs DF at 100 fps which slows to 30 fps with 200 dorfs and magma/water in a 3x3 embark square with those same settings above.

That would be one fucking hell of an improvement.
« Last Edit: December 21, 2008, 12:22:06 am by KaelGotDwarves »
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Omath Erius

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #33 on: December 21, 2008, 12:22:39 am »

Is there anything you can actually do in the program?  I know there's no "win condition" but it says press enter to go to next turn, but pressing enter seems to do nothing?  Pressing other keys just highlights areas.

Select your region, hit "1" to select army 1, hit Enter to Move/Attack, select adjacent region.
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fhalkgsuehgvnl gherghlirhb

TyrantAutimus

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #34 on: December 21, 2008, 02:25:41 am »

The OS X version doesn't seem to do anything.  When I first tried to run the script, I got this:

Code: [Select]
autos-macbook-pro-17:~ Auto$ /Users/Auto/Desktop/bc_osx/bc ; exit;
/Users/Auto/Desktop/bc_osx/bc: line 4: .bc.exe: command not found
logout

I tried modifying the script to run the executable properly (I changed ".bc.exe" to "/Users/Auto/Desktop/bc_osx/bc.exe") but then I got this:

Code: [Select]
autos-macbook-pro-17:~ Auto$ /Users/Auto/Desktop/bc_osx/bc ; exit;
dyld: Library not loaded: @executable_path/../Frameworks/SDL.framework/Versions/A/SDL
  Referenced from: /Users/Auto/Desktop/bc_osx/bc.exe
  Reason: image not found
/Users/Auto/Desktop/bc_osx/bc: line 4:  8034 Trace/BPT trap          /Users/Auto/Desktop/bc_osx/bc.exe
logout

Am I missing something obvious or does this just not work?
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Udib Gasolbomrek

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #35 on: December 21, 2008, 02:44:44 am »

@Tyrant:
Quote
The OS X version doesn't seem to do anything.  When I first tried to run the script, I got this:autos-macbook-pro-17:~ Auto$ /Users/Auto/Desktop/bc_osx/bc ; exit;
/Users/Auto/Desktop/bc_osx/bc: line 4: .bc.exe: command not found

Don't worry;  what's happening is that the script (in Unix, after launching the Terminal) is trying to run from your default directory, which would be /Users/Auto in this case.  Essentially, it's looking in that folder, not seeing the file bc.exe that it thinks is there, and complaining.  You can either open a new window in the Terminal and type:

>cd ~/bc_osx          (gets to the right directory;  '~' means your home directory)
>./bc                 (to run the script)

...and it should work fine.

HOWEVER...

@Baughn:

The executable you included is x86 code only;  there's no PPC executable.  Should I go ahead and try to compile from the source, or is it a guaranteed fail?

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TyrantAutimus

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #36 on: December 21, 2008, 03:06:21 am »

Thank you, that worked.
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Orkel

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #37 on: December 21, 2008, 05:15:05 am »

I get a red screen when I start it up.. any way to fix it?
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Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

PolliMatrix

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #38 on: December 21, 2008, 07:17:08 am »

Hello! I've tried running the Windows version, but it crashed after the full-screen/windowed selection.
I also got the same output as Greiger:

SDL_GL_ALPHA_SIZE failed
Using OpenGL output path with VBOs

Here's the report of the OpenGL Extensions Viewer:
Spoiler (click to show/hide)

Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #39 on: December 21, 2008, 08:03:58 am »

All right, so the impression I'm getting is that it works with nvidia cards, but any intel or radeon cards are instant fail.

That's.. hm. I don't *have* any radeon cards to test it on. I do have one machine with an intel chip, but it doesn't run windows.. suppose I should try it anyway. I will, at any rate, see if I can dig up some applicable hardware.

It's a good thing I've got plenty of time left before Toady needs the completed code, that's all I'm saying.

Oh, and I've added even more logging to the function that's failing, so if you try it again.. it still won'T work, but it might help me figure out how to work around it.
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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 #40 on: December 21, 2008, 08:05:04 am »


@Baughn:

The executable you included is x86 code only;  there's no PPC executable.  Should I go ahead and try to compile from the source, or is it a guaranteed fail?



Go ahead and try; there's a good chance it'll work.
I tried not to break anything, I just don't have ppc hardware to test on. Or build on. You do. :P
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El Ruffianos

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #41 on: December 21, 2008, 08:06:56 am »

With a GeForce 7300GS and a AMD X2 3600+ I can easily get 1000+ FPS in battles with resolution at 1152 x 864 and grid size of 96 x 72. Partial print is set to 4.

Great work!
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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 #42 on: December 21, 2008, 08:09:43 am »

laptop:
variable 300-1300+ fps sometimes as low as 50 for some reason
usually 400-900 fps

Is this the fps a new version of DF would run? because my machine normally runs DF at 100 fps which slows to 30 fps with 200 dorfs and magma/water in a 3x3 embark square with those same settings above.

No. You can expect an improvement, assuming I manage to fix the dreaded red-screen bug, but not *that* much of one.

BC's cpu budget is basically all spent rendering. That's what I've been improving.

DF does a significant amount of other stuff.

If you want an idea of how much it might improve things, run DF with partial-print off and watch how much CPU time it uses on the main menu (for one core only, mind). That's the maximum improvement that can happen - eg. if it uses 50%, a doubling in speed is possible; 11%, only a 10% increase.
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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 #43 on: December 21, 2008, 08:10:59 am »

Oh, and there's no need to worry about the SDL_GL_ALPHA_SIZE failed message; that's just the program being a bit extra paranoid.

It suggests to SDL that it should not have an alpha screen buffer, to save some memory, since it doesn't actually use it. But nothing breaks if it gets one anyway.
« Last Edit: December 21, 2008, 08:18:31 am by Baughn »
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Orkel

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #44 on: December 21, 2008, 11:02:28 am »

So I guess this doesn't work on any radeon cards? Damn red screen  >:(
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Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.
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