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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 ... 15 16 [17] 18 19 ... 147

Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 373186 times)

Inari

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #240 on: December 25, 2008, 05:43:34 pm »

What can I say, Baughn, it's the only difference.

Could it be a difference between library versions that changes the way the object raws are compiled?  An endian difference, or pointer dereferencing?

I know it's a stretch, but honestly, this is so strange.
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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 #241 on: December 25, 2008, 05:54:08 pm »

What can I say, Baughn, it's the only difference.

Could it be a difference between library versions that changes the way the object raws are compiled?  An endian difference, or pointer dereferencing?

I know it's a stretch, but honestly, this is so strange.

It has to be something in this version, because I reloaded my old save file with the WINE/Dwarf Fortress 40d (vanilla) and my bituminous coal and lignite shows the "make coke from [foo]."   In the new version, it doesn't show up at all when I examine the coal.
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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 #242 on: December 25, 2008, 06:01:16 pm »

And the raws are the same. Huh.

Well, for obvious reasons I can't check the raw/material-handling code for bugs. Toady could, but I think he only considers this version a test for the next one.
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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 #243 on: December 25, 2008, 06:07:03 pm »

I've just submitted a report on the bug forum:
  http://www.bay12games.com/forum/index.php?topic=29027.0

It looks like new fortresses started on newly generated worlds work fine, it's just my current world that's borked.  So I'll be fine for fresh games.

And even in my current game, I do have magma somewhere (or at least, embark told me so) and I guess I can limp along with charcoal until I find it. Still, it'd be great to find out what on earth went wrong, it seems so strange.  And it looks like I'm not the only one afflicted.
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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 #244 on: December 25, 2008, 06:08:28 pm »

On the bright side, my save file from the new version didn't seem to be corrupted.  When I loaded it under the vanilla 40d binary, the coal showed the "make coke" reaction just fine.  (I don't know if it is the same for anyone else, but I've got copies of both before and after trying the test version)
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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 #245 on: December 25, 2008, 06:09:38 pm »

Lucky you.

No, I'm hosed regardless of which version I use now, 40d or 40d2.

Oddness.
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Thndr

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #246 on: December 25, 2008, 06:10:39 pm »

The thing I noticed is with the same init options, the mouse cursor is not an inverted color, being mostly black instead of white. Other than that the FPS rate stays about the same from a previous fortress I have, although the FPS change is a bit smoother. (I have a NVidia Geforce 7900GS, so it's probably good enough to handle the graphical load)

Also, if I have it auto-windowed mode, it doesn't spawn in the same spot all the time like old Dwarf Fortress did.

Hopefully there will be a 40e after this, just to fix some issues.
« Last Edit: December 25, 2008, 06:13:07 pm by Thndr »
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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 #247 on: December 25, 2008, 06:56:43 pm »

Can no longer designate a shaft of up-down by holding mouse button and > or <...serious bummer.
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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 #248 on: December 25, 2008, 07:59:11 pm »

I can confirm that Battle Champs compiled and ran fine on a G4 iMac, so no big problems with the OpenGL code.
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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 #249 on: December 25, 2008, 08:55:43 pm »

Working good on my end with the runtime libraries installed, otherwise it was giving me that "not configured properly" error or whatever.
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furrot

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #250 on: December 25, 2008, 08:58:34 pm »

I still don't have sound in OSX but I did have sound in Windows. Has there been any consensus on save compatibility? I'd love to work on testing the new 40d-2 but find the process of setting up a fort for the first time exhausting.
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Christes

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #251 on: December 25, 2008, 09:21:10 pm »

Saves seem compatible for me.

I just tested it with a reasonably established fortress of mine (139 dwarves, lots of wealth and moving around)

All values are extremely approximate:

fps in new version: 22-28
fps in old version with DF accelerator: 21-27
fps in old version w/o DF accelerator: unknown but much lower

So there seems like a 1fps gain over the accelerator for me, but it's way better than the unaltered previous version.  Partial print has no effect on fps in the new version, as expected.

However: The controls in the new version annoy me.  As previously mentioned, you can't go diagonally by pressing two arrow keys and scrolling just seems slower.

Still, good work!  No real bugs over here.
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bhelyer

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #252 on: December 25, 2008, 10:22:14 pm »

I think the sound code has one or two kinks. Honestly, I haven't tested it that extensively; but I will have a look at writing a simple standalone test suite for it, and ironing out the bugs.
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lizard

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #253 on: December 25, 2008, 10:47:19 pm »

Anything in particular that you still want tested on linux?  It's a big game.

Designating a shaft of up-down stars no longer seems to work.  Only the bottom is designated.
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bhelyer

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #254 on: December 25, 2008, 11:49:30 pm »

Looking at the sound code, there are some stupid mistakes there. I'll have a patch at some stage, no idea when. In time for the next version of DF, at any rate.
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