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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


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Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 373247 times)

Erk

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #330 on: December 28, 2008, 01:05:53 pm »

I'm running Xandros linux on an eeepc. I previously had no trouble running df through Wine, but with 40d Linux version I can't even figure out how to execute the file. Can anyone give me some tips? I've never seen an exe file for linux before, and indeed thought they didn't exist. A PM would be most appreciated.
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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 #331 on: December 28, 2008, 01:15:29 pm »

You're allowed to name executable files anything on linux, including .exe

Anyway, you're supposed to run the df script, not dwarfort.exe directly.
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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 #332 on: December 28, 2008, 02:07:10 pm »

I've identified a case where, if you're using graphical tiles, entering graphical mode more than once will cause a crash. This happens if, for example, you create a world and then try to play.

The game will also crash on exit.

You can work around it by starting DF right back up; there is apparently no chance of a crash while playing.


At any rate, it's not something I can be sure of fixing myself, but I've written a possible patch that might fix it and sent it to Toady. Hopefully, whatever is going on, he'll be able to fix it properly.
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0x517A5D

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #333 on: December 28, 2008, 02:45:08 pm »

I get a flickering dashed line on the very bottom line of the screen [...]

Here's a link to a screenshot.  That line at the bottom rapidly flickers on and off.  I suspect it is at the frequency of G_FPS_CAP.

Hum. A consequence of only calling glClear *once*, I expect, on a double-buffered screen.

The drivers are supposed to clear the buffers for us, but in your case there seems to be an off-by-one error - they forget about the last line.

BTW, same behavior in 40d3 and 40d4.
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Davion

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #334 on: December 28, 2008, 04:03:30 pm »

Hmm, whatever was fixed with partial print in D4 has reverted me back to the screen going black when I minimize the window, as well as the "bleeding/smuging"  if I move the window and it happens to touch the edge of my screen.

The frame rate has decreased slightly since D3, but upping the FPS_CAP a bit brings it back up. I didn't have a problem with partial print in D3 though; minimizing was fine and dragging the window around was fine.
« Last Edit: December 28, 2008, 04:05:21 pm by Davion »
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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 #335 on: December 28, 2008, 04:09:41 pm »

Partial print didn't work at all in 40d2/3, actually. :P

Now it does, but I've yet to add full-print triggers on expose events.
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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 #336 on: December 28, 2008, 04:36:51 pm »

Full-screen toggling recurring when you press any keys later has been resolved, and patch sent.

EDIT: Actually, what's happening is that we get a keydown event for the fullscreen toggle, and then we reinitialize SDL and the keyup event gets lost. Just have to clear the pressed-keys set when we toggle.
« Last Edit: December 28, 2008, 04:39:23 pm by Baughn »
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Qloos

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #337 on: December 28, 2008, 04:42:24 pm »

40d2 was running good, albeit with errors but I upped to 40d4 and suddenly everything slowed right down to a crawl.

Mike Mayday Max gfx.
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Emeralddragon2

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #338 on: December 28, 2008, 05:23:53 pm »

I probebly haven't tried hard enough in looking but as far as I know, the beggining of this thread only holds the version 40d2 for DF.

Where can I find version 40d4?

(Nevermind, I decided to use my smartcard and type http://www.bay12games.com/dwarves/df_28_181_40d4_win.zip into the address bar)

Also, does anyone else experience a crash when pressing 'esc' during the intro movie?
« Last Edit: December 28, 2008, 05:29:29 pm by Emeralddragon2 »
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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 #340 on: December 28, 2008, 05:30:22 pm »

40d2 was running good, albeit with errors but I upped to 40d4 and suddenly everything slowed right down to a crawl.

There are some issues with graphical tiles at the moment (fixed in 40d5), but have you tried turning on partial printing? That tends to help.

Though I don't know why it would slow down..
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Emeralddragon2

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #341 on: December 28, 2008, 05:31:50 pm »

Aha, way to reply quickly, nice to know everyone here is on the ball before I find my own solution.
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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 #342 on: December 28, 2008, 05:45:06 pm »

Flickering on partial-printing fixed, dropped pixels fixed, odd blinking lines on the bottom hopefully fixed.
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Davion

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #343 on: December 28, 2008, 06:03:31 pm »

Partial print didn't work at all in 40d2/3, actually. :P

Fooled me, because even now on D4  there's no difference in frame rate between it on and off, which I suppose is a good thing. :P
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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 #344 on: December 28, 2008, 06:34:11 pm »

Did you get a chance to look at the link I supplied regarding retrieving the current refresh rate in the last page.  It includes all the code that is needed to get the current value and also set all the display parameters correctly.  The code is meant for Windows.

I would appreciate seeing full screen mode switches done right which, as far as can tell from looking at the KQ source in my archives, has never been the case.

On a side note my ancient 1Ghz system happily chugs along (40d) at about 60FPS with 60 dwarves, 200 animals, 5x5 embark area, and 112x50 grid.  From what some people with modern 3Ghz dual core systems have posted I am doing pretty well.  I am always overwhelmed by having close to 300FPS right at embark.  I would say 10 G_FPS is not that bad of a choice.
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