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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 ... 16 17 [18] 19 20 ... 147

Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 373225 times)

Vinic

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #255 on: December 26, 2008, 12:34:05 am »

I'm running the Linux version on Fedora 10 on an EeePC 1000.

On load it completely disregards anything I put into [FONT:], whether in the windowed or fullscreen sections, and looks for curses.png. I renamed my font sheet to that, and it will load it fine.
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Wang Commander

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #256 on: December 26, 2008, 02:16:51 am »

Runs, but no improvement.  The accelerator didn't do anything for me, either.  Must not be bottlenecking in the right place on my box!
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Tycho451

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #257 on: December 26, 2008, 04:55:52 am »

Hi,
I'm on Kubuntu 8.10 (KDE4) and when I try to start DF I see the fullscreen dialog and after I answer yes or no I get:
Code: [Select]
(dwarfort.exe:7512): GLib-GObject-WARNING **: instance with invalid (NULL) class pointer

(dwarfort.exe:7512): GLib-GObject-CRITICAL **: g_signal_handlers_destroy: assertion `G_TYPE_CHECK_INSTANCE (instance)' failed
Segmentation fault
Extracting the libs from http://brage.info/~svein/libs.tar.gz didn't help.
My video card is a Radeon x1550
01:00.0 VGA compatible controller: ATI Technologies Inc RV505 [Radeon X1550 64-bit]
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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 #258 on: December 26, 2008, 07:07:20 am »

Download the Battle Champs release for linux. If you already did, do it again; I've added debugging code.

Install gdb. "sudo apt-get install gdb"
Run BC in gdb, like this:
Code: [Select]
cd /wherever/you/unpacked/bc
export SDL_DISABLE_LOCK_KEYS=1 # Work around for bug in Debian/Ubuntu SDL patch.
export SDL_VIDEO_CENTERED=1 # Centre the screen.
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:"./libs" # Update library search path.
gdb bc.exe
run

If it still crashes, you should get a backtrace. Post that.
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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 #259 on: December 26, 2008, 07:10:20 am »

I'm running the Linux version on Fedora 10 on an EeePC 1000.

On load it completely disregards anything I put into [FONT:], whether in the windowed or fullscreen sections, and looks for curses.png. I renamed my font sheet to that, and it will load it fine.

That only happens if it fails to recognize the [FONT:] code; curses.png is just the default. Hm.. make sure you've got the right character set when you edit the file. It should be pure ascii.
« Last Edit: December 26, 2008, 07:12:12 am 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 #260 on: December 26, 2008, 08:50:35 am »

Running V16 Mike Mayday Graphical Max on Full Screen.
-No problems in game-
-Crashes occasionally when skipping intro movie-
-Not sure if it's related, but minimizing and reopening the application causes a music overlap bug in which the menu and in game music play at once-




In game FPS has jumped from 25 to 45


Report:

Spoiler (click to show/hide)


Render: No problems, 300 fps for all tests except for 2.1 which had 70 fps.
Spoiler (click to show/hide)
« Last Edit: December 26, 2008, 08:57:43 am by Qloos »
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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 #261 on: December 26, 2008, 09:03:08 am »

Yep, the intro movie-crash thing (and the related fullscreen-toggle-when-not-using-default-grid-size crash) are known, and fixed. Probably, at least. *pokes Toady a bit*

I didn't write the sound code, but bhelyer seems to have some ideas on how to fix his code, so I bet that'll be fixed too.
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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 #262 on: December 26, 2008, 09:09:43 am »

Just crashed switching from full screen to windowed with Mike Mayday Gfx Full.
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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 #263 on: December 26, 2008, 09:51:49 am »

I hate to say it, but this is a complete mess in Windows.  Also during ealier testing many Linux users have had problems with libraries not being installed.  It is going to create a support nightmare for Toady.

While I do want to see a native Linux version available, I think we should be focusing on reducing dependencies on other libraries.  Towards this end I think I am going to go back to the original BC sources, and see if can come up with a simpler solution.
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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 #264 on: December 26, 2008, 10:31:56 am »

The optimized Dwarf Fortress runs just fine on my Vista, and I'm getting a 132-160 FPS with everything turned on, All I need now is an updated Tweak config to make that work.

Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #265 on: December 26, 2008, 10:37:49 am »

I hate to say it, but this is a complete mess in Windows.  Also during ealier testing many Linux users have had problems with libraries not being installed.  It is going to create a support nightmare for Toady.

While I do want to see a native Linux version available, I think we should be focusing on reducing dependencies on other libraries.  Towards this end I think I am going to go back to the original BC sources, and see if can come up with a simpler solution.

Yes, a lot of people have had problems, but the problems have been *resolved*. Well, except for the sound thing.

Now, if anyone has problems that haven't already been noted in the first post (or that don't work with its solutions), that's something else, but I haven't heard of anything like that for quite a while.
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macdonellba

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #266 on: December 26, 2008, 10:40:12 am »

I hate to say it, but this is a complete mess in Windows.  Also during ealier testing many Linux users have had problems with libraries not being installed.  It is going to create a support nightmare for Toady.

While I do want to see a native Linux version available, I think we should be focusing on reducing dependencies on other libraries.  Towards this end I think I am going to go back to the original BC sources, and see if can come up with a simpler solution.

Huh? The linux users lacked development libraries to compile BC from source. They could run the binary just fine. SDL, GLu(t), and SDL-image are very common on linux installations, and additionally these dependencies will likely be resolved automatically when DF is added to third-party package repositories.
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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 #267 on: December 26, 2008, 10:49:36 am »

As he says.

Now, if you want to help, writing something to produce packages/portage scripts/whatever for DF would be nice. :)

I'm sure it'd show up eventually anyway, but why not help it on its way? If the dependencies get automatically resolved, there are no further problems.
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cbpye

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #268 on: December 26, 2008, 10:50:22 am »

This is the best Christmas ever.
 :'( :'( (tears of joy)

I can't wait to get back to my apartment and give the new release a go... ON LINUX!

Oneir

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #269 on: December 26, 2008, 12:42:55 pm »

On the one hand, anything that promises to make DF run a bit faster is a source of happiness for me. On the other, this particular promise doesn't seem to deliver for me.

While everything seemed to work fine yesterday, today I'm getting 0-10 FPS on the title screen and 11 FPS in a fort which was getting 80 yesterday. This is after getting the redistributable pack, weirdly having to change the prepacked tileset from a jpeg to a bitmap to get it to work and with the partial print at 1.

...I think I'm going to go ahead and revert back to the older version.
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