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Author Topic: FotF: Dwarf Fortress 40d17  (Read 127053 times)

CobaltKobold

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Re: FotF: Dwarf Fortress 40d17
« Reply #75 on: February 06, 2010, 05:47:42 am »

I am.

Do note that it's also with having to go to DISPLAY_MODE:2D, since change broke what I used.
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Baughn

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Re: FotF: Dwarf Fortress 40d17
« Reply #76 on: February 06, 2010, 05:50:39 am »

Well, how about 40d17-head, then?
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Grax

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Re: FotF: Dwarf Fortress 40d17
« Reply #77 on: February 06, 2010, 06:49:06 am »

Those of you with a 30% speed drop, are you all on linux?
No. WinXP SP3, C2D E8400, 9600gt. 10x10 font, 1500x1100 pixels window.
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dorf

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Re: FotF: Dwarf Fortress 40d17
« Reply #78 on: February 06, 2010, 06:53:53 am »

I'm on WinXP SP3, P4 2.6Ghz (single core), r9600 XT.
40d16 was giving me the same fps.
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Baughn

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Re: FotF: Dwarf Fortress 40d17
« Reply #79 on: February 06, 2010, 07:34:21 am »

I am.

Do note that it's also with having to go to DISPLAY_MODE:2D, since change broke what I used.
So standard doesn't work.. I do assume other opengl applications do?

It's rather odd given that there are no changes, so.. please try http://brage.info/~svein/libgraphics.so as well as 40d17-head, and see if standard works there. If (when) it doesn't, though, run it with 'ulimit -c unlimited' (to get a core dump), and send that back to me? Alternately (better yet), run under valgrind?
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LordHelmchen

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about the Zoom-feature
« Reply #80 on: February 06, 2010, 10:40:37 am »

Greetings again.
I was just wondering about the zoom feature:
for starters, i really think that's a great idea, and very helpful to get a better overview about what is going on on a larger scale, as when a squad is chasing of intruders that are spread out more than the normal viewport.
on the other hand, I really like Ranting Rodents Graphics, but there are times when a closer look would be nice. It seems (by trying to measure what I see with kruler, that I can zoom _in_ twice from the default 16x16, which gives me 20x20 , and then a last time to the now no longer square 20x24.
why the switch without further increase in the horizontal ?
would it be possible to add one or two magnify-zoom-levels, something along painting each pixel of the original graphics as 2x2 cluster ?
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Totaku

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Re: FotF: Dwarf Fortress 40d17
« Reply #81 on: February 06, 2010, 11:01:00 am »

I decided to give adventure mode a shot. And I have to agree, it's still a bit of a mess.

While using the PC version with ACCUM_BUFFER on HIGH Priority(since it worked so well in DF mode), I kept getting some massive hickup in that mode.

Everytime I had to attack a wild animal, I would get a message like....

"You attack, the elk"
"The elk jumps away from your attack!"

A few steps later as I attempt to chase it it say the same thing.

Also as of this point, the message seem to also make the game temporarly freeze for a quarter to a half a second as well. Compared to how d16 was which ran smoother.

Also anytime I attack anything I have to sometimes press the button twice to remove the message. Because at time the message appear and when I press a direction to attack, the message moves over a smidge then I press the direction again and it's gone.

Also travel mode seems to have some hiccups as well though it's rare. Sometimes when I attempt to move in a direction it tends to return the character to the spot he previous standing before he goes back to his spot he moved to again. Seems strange so I thought I'd bring it up.

Hopefully this'll be fixed and smoothed out with time (and a stable version of d17 in time for us to check out and be placed in the new DF)

Edit: I see the adventure mode death delay bug hasn't been fixed either.... I still have to wait for some time to pass before I can get to the menu screen to quit.
« Last Edit: February 06, 2010, 12:23:59 pm by Totaku »
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ILikePie

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Re: FotF: Dwarf Fortress 40d17
« Reply #82 on: February 06, 2010, 11:39:22 am »

What does 2d mode do? Is it the ncurses output mode Baughn was thinking of adding earlier?
And uh, I just set "PRINT_MODE:" on 2d, right?
« Last Edit: February 06, 2010, 11:42:08 am by ILikePie »
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Baughn

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Re: FotF: Dwarf Fortress 40d17
« Reply #83 on: February 06, 2010, 11:45:22 am »

You need to set it to 2D, not 2d. And no, it's plain SDL 2D video output, doing all the rendering in software; not nearly as fast as the opengl modes, but much more reliable. ncurses would be *text* output, and although I'm working on that too it's not really a priority right now.

As to zooming in, it'll refuse to zoom beyond 80x25. That should be the only limit. It shouldn't go nonsquare, though, assuming black-space is on.
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ILikePie

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Re: FotF: Dwarf Fortress 40d17
« Reply #84 on: February 06, 2010, 11:53:58 am »

ncurses would be *text* output, and although I'm working on that too it's not really a priority right now.
Yeah I know, I'm waiting for this so I could telnet dwarf fortress off of a smaller and weaker device. Anyway, keep up the great work.  :)
« Last Edit: February 06, 2010, 11:56:08 am by ILikePie »
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LordHelmchen

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Re: FotF: Dwarf Fortress 40d17
« Reply #85 on: February 06, 2010, 12:54:19 pm »

As to zooming in, it'll refuse to zoom beyond 80x25. That should be the only limit. It shouldn't go nonsquare, though, assuming black-space is on.
ah, yes,, hitting 80 tiles horizontally is what stops it zooming in then. I guess asking for further magnification is out of line, then ? *g*

Which makes me think of another idea an expansion of my idea (which might be better of to the suggestions-thread, but it might be possible that it is doable with just the display-bits of the source, so I'll try here anyway *g*):
When zooming out, the 'map' and 'info' panels are kept in width (at, if I counted right, 23 and 30 tiles). Could this be expanded to a slightly more configurable interface, with, say, a map at the top and the info panel below it, fixed at 30 tiles, and the rest usable to display the fortress (where it could then possibly zoom in even more *g*)

As for the only real on-topic part: Black space is on, and it does look non-square to me and kruler... I reverted back to 40d16 though, to keep dwarftherapist+dfhack and stonesense working.
So not only do I waste your time making silly feature suggestions, but I don't even continue to test the newest dev-version...  :-[ (<- embarrassed, according to the forum software)
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Jamp

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Re: FotF: Dwarf Fortress 40d17
« Reply #86 on: February 06, 2010, 01:54:20 pm »

Ok, for the bug I reported there before (segfault on full screen embark), I run df with gdb and reproduced bug, here is output:
Code: [Select]
(gdb) run
Starting program: /home/janci/df_linux/df_linux/dwarfort.exe
[Thread debugging using libthread_db enabled]
Sound devices available:
ALSA Software
OSS Software
Picking ALSA Software. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
[New Thread 0xf47abb70 (LWP 2838)]
Perfect OpenAL context attributes GET
[New Thread 0xf3ecbb70 (LWP 2839)]
Loading bindings from data/init/interface.txt
Using OpenGL output path with client-side arrays
GPU does not support non-power-of-two textures, using 512x512 catalog.

Program received signal SIGSEGV, Segmentation fault.
0xf701260d in strcat () from /opt/lib32/lib/libc.so.6
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trousermonkey

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Re: FotF: Dwarf Fortress 40d17
« Reply #87 on: February 06, 2010, 01:55:25 pm »

I'm running 9.04 kubuntu.  Out of the box I wasn't getting any sound.

Code: [Select]
[09:40]dormouse:~/apps/dwarf_fortress_40d17$ ./df
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
Sound devices available:
ALSA Software on default
ALSA Software on HDA Intel
OSS Software
Wave File Writer
Picking ALSA Software on default. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Perfect OpenAL context attributes GET
Loading bindings from data/init/interface.txt
data/sound/song_title.ogg not found, sound not loaded
data/sound/song_game.ogg not found, sound not loaded
Using OpenGL output path with client-side arrays
GPU does not support non-power-of-two textures, using 512x512 catalog.
data/sound/baystart.ogg not found, sound not loaded
data/sound/baybeyond.ogg not found, sound not loaded
data/sound/bayquality.ogg not found, sound not loaded
data/sound/bayend.ogg not found, sound not loaded
Slot 0-0 requested, but no song loaded
Slot 0-1 requested, but no song loaded
Slot 0-2 requested, but no song loaded
Slot 0-3 requested, but no song loaded
data/sound/DFINTRO.ogg not found, sound not loaded
data/sound/DFPICK.ogg not found, sound not loaded
data/sound/DFRUBBLE.ogg not found, sound not loaded
data/sound/DFINTROEND.ogg not found, sound not loaded
Slot 0-0 requested, but no song loaded

Apparently the version of libsndfile that shipped with 9.04 (Version: 1.0.17-4ubuntu1) doesn't have ogg support.  Ogg/Vorbis support was added in version 1.0.18.

I was able to compile libsndfile from source (this required compiling libvorbis from source) and get things working.  Here's a rough list of commands to make this happen (I have no idea if there are other necessary dependencies I had already installed). 

Code: [Select]
sudo apt-get install libfishsound1-dev liboggz1-dev
wget http://downloads.xiph.org/releases/vorbis/libvorbis-1.2.3.tar.bz2
tar -xjvf libvorbis-1.2.3.tar.bz2; cd libvorbis-1.2.3
./configure; make; sudo make install; sudo ldconfig
cd ..
wget http://www.mega-nerd.com/libsndfile/files/libsndfile-1.0.21.tar.gz
tar -xjvf libsndfile-1.0.21.tar.gz; cd libsndfile-1.0.21
./configure; make; sudo make install; sudo ldconfig

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JGT

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Re: FotF: Dwarf Fortress 40d17
« Reply #88 on: February 06, 2010, 02:13:36 pm »

This is what I get when I run the script from a terminal (Linux):

Code: [Select]
./dwarfort.exe: error while loading shared libraries: libicudata.so.38: cannot open shared object file: No such file or directory
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trousermonkey

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Re: FotF: Dwarf Fortress 40d17
« Reply #89 on: February 06, 2010, 02:30:24 pm »

JGT:

On linux run the 'df' script from the terminal rather than the dwarfort.exe. 

./df
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