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How does 40d16 compare to 40d?

Higher speed, no problems
Higher speed, problems
Same speed, no problems
Same speed, problems
Lower speed, no problems
Lower speed, problems

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Author Topic: FotF: Dwarf Fortress 40d16  (Read 269319 times)

Nyme

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Re: FotF: Dwarf Fortress 40d14
« Reply #120 on: August 19, 2009, 07:31:12 am »

I think this has not been mentioned yet.

One thing I've noticed in 40d14 is that I have worse FPS aboveground. Aboveground, the FPS is between 60 and 80, but underground it's 100. This didn't happen in 40d13 or 40d. And the fortress I'm currently playing is small (29 dwarves, 18 tame animals, 6x6 embark).

Running Win XP SP3.
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Baughn

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Re: FotF: Dwarf Fortress 40d14
« Reply #121 on: August 19, 2009, 07:43:18 am »

What?

Okay... confirmed. But I can't for the life for me figure out why. Toady ought to go over this game with a profiler; I can't.
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lazybum

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Re: FotF: Dwarf Fortress 40d14
« Reply #122 on: August 19, 2009, 09:05:22 am »

I've noticed similar things myself, where going from above ground to below ground had a boost to fps. You can do it with a hill so that simply scrolling your screen gives the boost (or removes it). I never thought of it as a bug though.
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hash

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Re: FotF: Dwarf Fortress 40d14
« Reply #123 on: August 19, 2009, 10:05:51 am »

Andir, thank you for the response with a magic package name... but I already have ia32-libs installed.  Should I be symlinking to a different .so in order to use it, or something like that?

Baughn: yeah, that's what I meant by complex/sinister.  But is there any reason that I shouldn't take a crack at compiling it as 64 bit?  Or is there wicked pointer math that would immediately obstruct this?
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Baughn

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Re: FotF: Dwarf Fortress 40d14
« Reply #124 on: August 19, 2009, 12:06:50 pm »

DF itself is compiled as 32-bit. libgraphics is, well, a library.

It would probably be possible to compile DF in 64-bit mode, with only minor issues. It worked for BC. However, Toady does not have a 64-bit machine.
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Ampersand

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Re: FotF: Dwarf Fortress 40d14
« Reply #125 on: August 19, 2009, 01:30:46 pm »

64 bit processors are not expensive at all these days. The only real monkey wrench is that since most programs you'll ever use are compiled in 32 bit mode, they can be buggy on 64 bit operating systems, thus rendering such OSes very unsatisfactory.
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Eita

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Re: FotF: Dwarf Fortress 40d14
« Reply #126 on: August 19, 2009, 03:59:37 pm »

Someone might have already mentioned this, but the opening movies aren't capped at 100 FPS.
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The_Fool76

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Re: FotF: Dwarf Fortress 40d14
« Reply #127 on: August 19, 2009, 04:38:36 pm »

DF itself is compiled as 32-bit. libgraphics is, well, a library.

It would probably be possible to compile DF in 64-bit mode, with only minor issues. It worked for BC. However, Toady does not have a 64-bit machine.

He could still compile it for 64bit and let us test the binary.  :)
Probably more bother than it's worth though.
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Bacc

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Re: FotF: Dwarf Fortress 40d14
« Reply #128 on: August 19, 2009, 04:50:49 pm »

First post!

Must say that I love the game and d14, zooming and resising makes me very happy. It seems the advent of the first caravan is a lot more... fun that it used to be however. It crashes the game completely for me, with a box saying "Nemisis unit load failure", or something along those lines. Anybody else getting this? This is with a completely un-modded and un-edited game, downloaded directly from the links.

I'm also just speculating that its the first caravan... as I never see it it may be something completely random. But it "feels" like the caravan as it is usually around the first time the caravan arrives when it spits the dummy.

Also would like to say the game runs at a solid 240-250 FPS, up a hundred from d11 (the last version I was using) good work!
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hash

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Re: FotF: Dwarf Fortress 40d14
« Reply #129 on: August 19, 2009, 05:10:28 pm »

DF itself is compiled as 32-bit. libgraphics is, well, a library.

It would probably be possible to compile DF in 64-bit mode, with only minor issues. It worked for BC. However, Toady does not have a 64-bit machine.

He could still compile it for 64bit and let us test the binary.  :)
Probably more bother than it's worth though.

I could, but you'd still need a 64bit machine to run it, obviously.  At which point you could compile it yourself anyway. :)

Anyway, where would I start to compile?  If I'm not mistaken there's only 14848 lines of source code in this release, and I daresay the entire game is a bit bigger than that...
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Ampersand

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Re: FotF: Dwarf Fortress 40d14
« Reply #130 on: August 19, 2009, 06:29:56 pm »

I can say one thing though. Eventually, DF will probably have to go 64 bit, if only because Sixty Four bit Windows supports a lot more RAM that DF will inevitably need.
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IndonesiaWarMinister

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Re: FotF: Dwarf Fortress 40d14
« Reply #131 on: August 19, 2009, 06:35:06 pm »

My God...

I set the affinity of DF to CPU 1 & 2 and I set the priority to Real-time , and I GOT A WHOOPING 1200 FPS in the world gen screen...

I love my new computer.


edit: GOT 800 to 1200 FPS in the embark zone... OH I LOVE IT VERY MUCH....
« Last Edit: August 19, 2009, 06:37:32 pm by IndonesiaWarMinister »
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lazybum

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Re: FotF: Dwarf Fortress 40d14
« Reply #132 on: August 19, 2009, 08:10:39 pm »

Hmm, I didn't see this mentioned anywhere. Anyways the quit button is hidden, you have to scroll below the about button to see it and that might not be the best layout. 

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King_of_the_weasels

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Re: FotF: Dwarf Fortress 40d14
« Reply #133 on: August 19, 2009, 08:35:32 pm »

Possible bug maybe... 171 elves vs 12 humans, the 12 humans lose 2 and the elves lose 61.

This may or may not be a bug, maybe.

EDIT: it may just be my world apparently the elves are overpopulated cause I see numerous 100+ elves vs a dozen humans battles going on.
« Last Edit: August 19, 2009, 08:51:11 pm by King_of_the_weasels »
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Topace3k

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Re: FotF: Dwarf Fortress 40d14
« Reply #134 on: August 19, 2009, 08:51:18 pm »

Possible bug maybe... 171 elves vs 12 humans, the 12 humans lose 2 and the elves lose 61.

This may or may not be a bug, maybe.

Nope, that is normal and correct.
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