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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 275679 times)

Baughn

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Re: FotF: Dwarf Fortress 40d15
« Reply #270 on: August 30, 2009, 04:03:07 pm »

Fnool, you try turning off sound too. I have a hunch.. probably won't work, but...
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fnool

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Re: FotF: Dwarf Fortress 40d15
« Reply #271 on: August 30, 2009, 04:12:59 pm »

Aha! Yeah, now it's playing nice. Probably should have tooled around in the init before reporting back.

Cheers! I'll post my impressions in a bit.
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Baughn

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Re: FotF: Dwarf Fortress 40d15
« Reply #272 on: August 30, 2009, 04:30:34 pm »

That's not so good.

..fmodex has been the cause of mostly headaches. SDL has its own sound output system... I think I'll rip out fmodex and just use libogg instead, feeding it to SDL. That should be much stabler.
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dragon0421

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Re: FotF: Dwarf Fortress 40d15
« Reply #273 on: August 30, 2009, 04:32:59 pm »

Can I install Mike Mayday's tileset on this version? And if so, how do I?
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Mike Mayday

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Re: FotF: Dwarf Fortress 40d15
« Reply #274 on: August 30, 2009, 04:49:05 pm »

Copy the whole raws folder replacing the old one, do the same with data/art and edit init.txt to make the game use proper files.
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<3

dragon0421

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Re: FotF: Dwarf Fortress 40d15
« Reply #275 on: August 30, 2009, 05:10:28 pm »

Copy the whole raws folder replacing the old one, do the same with data/art and edit init.txt to make the game use proper files.

Great to hear it straight from the source, thanks! And keep up the great work!
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Wartender

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Re: FotF: Dwarf Fortress 40d15
« Reply #276 on: August 30, 2009, 05:35:17 pm »

here's what happened when i turned sound off.
segmentation fault again, but when i ran it with gdb, segmentation fault but the window didn't close.
Code: [Select]
GNU gdb 6.8-debian
Copyright (C) 2008 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...
(no debugging symbols found)
(gdb) run
Starting program: /home/luca/df_linux/dwarfort.exe
(no debugging symbols found)
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread 0xb59bd770 (LWP 4338)]
/home/luca/.themes/Dust/gtk-2.0/gtkrc:719: Murrine configuration option "highlight_ratio" will be deprecated in future releases. Please use "highlight_shade" instead.
/home/luca/.themes/Dust/gtk-2.0/gtkrc:720: Murrine configuration option "lightborder_ratio" will be deprecated in future releases. Please use "lightborder_shade" instead.
[New Thread 0xb568eb90 (LWP 4341)]
[New Thread 0xb08fbb90 (LWP 4342)]
[New Thread 0xb00fab90 (LWP 4343)]
[Thread 0xb08fbb90 (LWP 4342) exited]
[Thread 0xb00fab90 (LWP 4343) exited]
[New Thread 0xb00fab90 (LWP 4346)]
[New Thread 0xb08fbb90 (LWP 4347)]
Using OpenGL output path with client-side arrays

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb59bd770 (LWP 4338)]
0xb70a16cc in textures::upload_textures () from libgraphics.so
Current language:  auto; currently asm
(gdb) bt
#0  0xb70a16cc in textures::upload_textures () from libgraphics.so
#1  0xb70a2608 in enablerst::loop () from libgraphics.so
#2  0xb70a321a in main () from libgraphics.so
#3  0xb6df6775 in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6
#4  0x0804df91 in ?? ()
(gdb) info frame
Stack level 0, frame at 0xbf8673e0:
 eip = 0xb70a16cc in textures::upload_textures(); saved eip 0xb70a2608
 called by frame at 0xbf8674b0
 source language asm.
 Arglist at unknown address.
 Locals at unknown address, Previous frame's sp is 0xbf8673e0
 Saved registers:
  ebx at 0xbf8673cc, ebp at 0xbf8673d8, esi at 0xbf8673d0, edi at 0xbf8673d4,
  eip at 0xbf8673dc
:(:(:(:(:(
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MCD

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Re: FotF: Dwarf Fortress 40d15
« Reply #277 on: August 30, 2009, 05:42:05 pm »

40d15 seems to be working much better (XP with nVidia 8800GT)... no issues noticed so far.
The jerkiness of the previous version is gone, but it isn't obviously faster. I'll compare the FPS, and see if any of the advanced options work now. I like how the window can be set for any size.

The zoom wheel is pretty useless for me, since the characters simply aren't legible when zoomed out. It'd be awesome to have some way of switching tilesets on the fly instead - say, from tiny ascii to normal ascii, and maybe even to some big graphical tileset.
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Baughn

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Re: FotF: Dwarf Fortress 40d15
« Reply #278 on: August 30, 2009, 05:54:57 pm »

I was planning to implement SVG tilesets, which should about do that - but I figure I'll wait until Toady has worked out what the "full graphics support" eternal voting thingy means.

Also, he asked me to refrain from adding new features until after the next real release. :P
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Wartender

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Re: FotF: Dwarf Fortress 40d15
« Reply #279 on: August 30, 2009, 05:57:42 pm »

help :(
dwarf fortress seems like fun...
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Rose

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Re: FotF: Dwarf Fortress 40d15
« Reply #280 on: August 30, 2009, 06:03:42 pm »

any plans on implementing more blending modes? while the current linear one is ok for zooming in, it seems to act odd when zooming out. however, it could also be a transparency issue
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Gorfob

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Re: FotF: Dwarf Fortress 40d15
« Reply #281 on: August 30, 2009, 06:30:43 pm »

I was planning to implement SVG tilesets, which should about do that - but I figure I'll wait until Toady has worked out what the "full graphics support" eternal voting thingy means.

Also, he asked me to refrain from adding new features until after the next real release. :P

This would be utterly amazing. I can not wait for the UI + graphics update to this game.
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Baughn

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Re: FotF: Dwarf Fortress 40d15
« Reply #282 on: August 30, 2009, 06:49:04 pm »

any plans on implementing more blending modes? while the current linear one is ok for zooming in, it seems to act odd when zooming out. however, it could also be a transparency issue
OpenGL only supports linear blending.

I might try implementing a better one using shaders, but that will have to be after the next major release.
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Baughn

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Re: FotF: Dwarf Fortress 40d15
« Reply #283 on: August 30, 2009, 06:51:03 pm »

help :(
dwarf fortress seems like fun...
I don't really know how to. If upload_textures fails... um, the easiest way would be for me to SSH into your computer and find out what's going on by single-stepping the function, I guess. If you're fine with that, look me up in irc on freenode/rizon/#bay12games; same nick.
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Toady One

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Re: FotF: Dwarf Fortress 40d16
« Reply #284 on: August 30, 2009, 07:10:54 pm »

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