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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 ... 139 140 [141] 142 143 ... 147

Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 376436 times)

Deon

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2100 on: July 27, 2009, 11:27:01 am »

Quote
96x96 graphic set works fine.

Wow o_O Is it d13?!!
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Rose

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2101 on: July 27, 2009, 06:28:48 pm »

Quote
96x96 graphic set works fine.

Wow o_O Is it d13?!!
yes, it is.
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ein

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2102 on: July 27, 2009, 07:19:46 pm »

I can't find the non-alloy metal reactions in the OS X version.
Also, it produces some weird grid-like thing.

That appears in the middle of the screen.

riffraffselbow

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2103 on: July 28, 2009, 02:45:50 am »

Hey, can someone help me? It boots up fine, generates a world fine, but crashes on embark. The only modification I've made is to init.txt
Spoiler (click to show/hide)

And here's my system specs:
Spoiler (click to show/hide)
Anything else you need I'll be happy to provide.
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Grax

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2104 on: July 28, 2009, 03:50:31 am »

Hey, can someone help me? It boots up fine, generates a world fine, but crashes on embark. The only modification I've made is to init.txt
Now you have to answer "Doesn't work (please explain)" in the voting here http://www.bay12games.com/forum/index.php?topic=28841 ;-)
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Kilowatt

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2105 on: July 28, 2009, 10:07:30 am »

So, I open the folder and click on the df script. It asks me what I want to open it with, because there is no default set. I'm running this on MAC OS X, V 10.4.6. What do I run it with?

I apologize for not going through 140 pages of material if this has already been asked. :P
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Nalbir

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2106 on: July 28, 2009, 01:06:22 pm »

This version is very good. I love the zoom it helps massively.

I have some problems so far:

When selecting designations if the mouse is over the window, the keyboard cannot be used. When you move the mouse it auto-places marks on the map. It works fine if the mouse is outside of the window.

Dwarf Manager does not work with this either, or has anyone got it working?

Regards,
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Footkerchief

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2107 on: July 28, 2009, 01:17:18 pm »

Dwarf Manager does not work with this either, or has anyone got it working?

Utilities like Dwarf Manager are unofficial third-party tools and take a while to catch up with new releases.
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Phoenyx

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2108 on: July 28, 2009, 03:01:16 pm »

So, I open the folder and click on the df script. It asks me what I want to open it with, because there is no default set. I'm running this on MAC OS X, V 10.4.6. What do I run it with?

Just use the Terminal.app. It should pop open a new terminal window and run the commands needed to start DF.

Now, if I can just figure out some of the display oddities with the highlighted letters.
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Adamantine Fist

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2109 on: July 28, 2009, 04:21:12 pm »

I've noticed an odd error I get occasionally. Sometimes, when I go into the (d) menu (mining, tree cutting, etc.), Id gets stuck on mining (or tree cutting, if above ground), and auto-designates a certain tile. If I try moving around the map, it keeps designating the same tile on my screen, and I can't do anything other than scroll around until I move my mouse over the menu.
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riffraffselbow

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2110 on: July 28, 2009, 06:30:42 pm »

I seem to have fixed my problem; I reinstalled. That said, the scroll wheel is oriented the "wrong" way around; down on the scroll wheel should always be "out". Down and right almost always mean "later" or "further" in western systems (I.E. European and American systems, in contrast to "Eastern" systems, Mainly Asia).
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Glacial Eidolon

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2111 on: July 28, 2009, 08:25:51 pm »

Not sure if this has been said yet, but whenever I mouse over a tile with the world painter - regardless of whether I'm holding the mouse button or not - it'll start painting anyways. It's impossible to use because of it.

I can't be bothered to look at 142 pages, either.
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MuonDecay

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2112 on: July 28, 2009, 09:14:49 pm »

I've spotted two problems with 40d13 so far.

Firstly, with the mouse image turned on while windowed (have not checked in fullscreen), the cursor isn't drawn in the DF window.

Secondly, VBO mode crashes on startup.

And if I may request it, could someone volunteer some documentation about the various print mode settings? I'm more savvy than your average software user in that regard but nowhere near educated enough to know which of these settings would be ideal for me, or even what the difference is among them.
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Itnetlolor

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2113 on: July 28, 2009, 10:13:08 pm »

I apologize in advance if this is a stupid post/common repeat.

I don't know if this has been noted or not (not going through all those pages to check), but if this was an intended feature, I applaud at the convenience.

Upon rolling the mousewheel up or down while in play, the visible area/font/tile size gets adjusted.

I love it! ;D, not to forget, playing 12x12 maps at 50 FPS is a godsend! SUPER-MEGAPROJECTS AHOY! (also a reason why zooming is noted)

I'll try to go for a full 16x16 area embark sooner or later to really test it out.

(Will vote after more thoroughly testing out; but so far, no prob.)
« Last Edit: July 28, 2009, 10:14:49 pm by Itnetlolor »
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N3X15

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2114 on: July 29, 2009, 03:31:58 am »

Getting weird, unusable controls on 40d13 git HEAD.

Diagonal movement keys (making site selection in fortress mode frustrating), plus unusable default controls:



Designations cannot be done, as it is also bound to z (pause).  Same deal with c.

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« Last Edit: July 29, 2009, 03:41:16 am by N3X15 »
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