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Author Topic: FotF: Dwarf Fortress 40d17  (Read 127028 times)

Footkerchief

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Re: FotF: Dwarf Fortress 40d17
« Reply #300 on: February 13, 2010, 12:22:41 pm »

Coolio, glad to hear it's a known quantity.
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Andir

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Re: FotF: Dwarf Fortress 40d17
« Reply #301 on: February 13, 2010, 01:08:52 pm »

Can I once more beg whomever is in charge of such things to change the name of this script?  "df" is a stock Linux utility and it means I can't  put the df script in my path and run it from krunner. :(
Just "rename" it in the file browser or:  mv ./df dwarf
« Last Edit: February 13, 2010, 01:10:50 pm by Andir »
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Frogwarrior

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Re: FotF: Dwarf Fortress 40d17
« Reply #302 on: February 13, 2010, 02:35:36 pm »

Wow, I... I never knew the 800x600 tiles were that weirdly shaped. Switching to the square tiles fixed that up. Sigh.

Now I just gotta get the framerate above 12.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Sizik

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Re: FotF: Dwarf Fortress 40d17
« Reply #303 on: February 13, 2010, 03:03:59 pm »

Wow, I... I never knew the 800x600 tiles were that weirdly shaped. Switching to the square tiles fixed that up. Sigh.

I humbly request that they be changed back to "square enough" 10x12.
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Malicus

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Re: FotF: Dwarf Fortress 40d17
« Reply #304 on: February 13, 2010, 03:11:00 pm »

They got resized because they were "actually 800x300" or something like that.  ...so I copied the old 800x600 tiles and renamed them to 800x300 and used them.  It'd be nice if the old 800x600 tiles returned in the new releases as 800x300, though.
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Baughn

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Re: FotF: Dwarf Fortress 40d17
« Reply #305 on: February 13, 2010, 03:21:50 pm »

I'll suggest that to toady..

You know, back when I first got DF to autogenerate grid size, there were people who complained because the 800x600 tileset was suddenly squashed vertically. So I had to resize it. Except then some complain that it isn't squashed.

It's almost enough to make me want an aspect-ratio option.
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jfs

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Re: FotF: Dwarf Fortress 40d17
« Reply #306 on: February 13, 2010, 03:57:07 pm »

The way I'd like tile size and resolution to work:
Auto-detect the size of tile bitmaps based on the tileset file dimensions.
Specify the display size of tiles, like [TILESIZE:16:16] causes the tiles, whatever size they are in the tileset file, to be stretched to 16x16.
Specify the desired start-up resolution, [FULLSCREENRES:1280:1024] [WINDOWRES:1024:600] and as many tiles are fitted into that space as possible, without any further scaling, adding black space as required.
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kablaq

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Re: FotF: Dwarf Fortress 40d17
« Reply #307 on: February 13, 2010, 04:08:39 pm »

i guess this would be the place to ask about something odd happening...

running d17 as a test to see how the graphics changes affect my system, and have run into a problem with the tilesets i've been using. I'm running in 2D mode with the orc mod installed, on a Win XP machine, 2.8ghz P4, 2gb's ram and x1950 pro w/ 512mb of ram. I also have a d16 fortress running that so far hasn't had these problems.

I've been runnning both the mayday and lemunde (to test transparency) 16x16 tilesets, and both seem overexposed, have a purple tint to alot of the units, and the details of walls, floors, even stone is missing/lacking... the lemunde also fails to show sky colors when i'm several z levels over an object/area...

mayday tileset:
Spoiler (click to show/hide)

lemunde tileset:
Spoiler (click to show/hide)

i'm also having another problem in game in that my levers aren't detecting the three bridges i've built and won't allow me to link up with them. I haven't tried linking them to anything else yet, but that's more because of a lack of specific resources in game atm... of the three bridges i've built, 2 are from rough stone, one is built from blocks, 2 raise a specific direction and 1 retracts...
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d17
« Reply #308 on: February 13, 2010, 05:10:55 pm »

Wow, I... I never knew the 800x600 tiles were that weirdly shaped. Switching to the square tiles fixed that up. Sigh.

Now I just gotta get the framerate above 12.
Wow, I... I never knew the 800x600 tiles were that weirdly shaped. Switching to the square tiles fixed that up. Sigh.

I humbly request that they be changed back to "square enough" 10x12.
Greiger: The old one was 10x12 and the default, 800x600 stretched to 10x24. 40d16 uses a version that's pre-doubled to 10x24.

So, use the old 800x600 font with your coordinate setting- I see it's a perfect multiple.
http://img204.imageshack.us/img204/9540/curses800x600old.png
And so does 40d17, I'm guessing, as I see some people have called it an error mistakenly. Crossposting so people who want their 10x12 back get it.
Here, take this, it's what you want.
It's almost enough to make me want an aspect-ratio option.
You mean like how the resolution and grid options interacted before you changed them? :P  ;)
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SirPenguin

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Re: FotF: Dwarf Fortress 40d17
« Reply #309 on: February 13, 2010, 05:15:34 pm »

Playing around with the graphics refresh produced some interesting results. Dropping it to 15 brought about a 7-10 FPS increase, bringing up my average to around 25 (from 17). The game looked notably quicker. Dropping it to 10 seemed to result in WORSE framerate issues (though still better than 20), and the game looked quite a bit more choppy.
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Baughn

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Re: FotF: Dwarf Fortress 40d17
« Reply #310 on: February 13, 2010, 06:01:13 pm »

What drawing mode is that? Have you experimented a bit?

(Keep in mind, non-2D modes are kinda broken in plain d17, if not d17-head.. eheh, sorry about that)
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SirPenguin

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Re: FotF: Dwarf Fortress 40d17
« Reply #311 on: February 13, 2010, 07:16:40 pm »

PARTIAL:0 on my WinXP system. Can't try it on Linux until next week

e: also no, I haven't experimented. I saw an FPS increase and said "oh neat" and pretty much left it at that! I'll try out some more stuff tomorrow.
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Daenyth

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Re: FotF: Dwarf Fortress 40d17
« Reply #312 on: February 13, 2010, 09:23:51 pm »

Hi all!

Been lurking for ages and figured now was a good time to register.

I co-manage the Arch-Games repo for Arch Linux and we have binaries of this (as well as some other goodies) in there just a pacman -S away. :)


Also, Nice work Baughn!
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Spectre

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Re: FotF: Dwarf Fortress 40d17
« Reply #313 on: February 13, 2010, 10:05:53 pm »

I embarked on a side with tons of stuff hidden in the mountains, but now I just took a glance at the units menu, and it seems every creature inside the specials died on embark or shortly after. About 2 pages full of 'deceased' and the only living creatures are my dwarf and a pack of mountain goats.
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Frogwarrior

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Re: FotF: Dwarf Fortress 40d17
« Reply #314 on: February 13, 2010, 11:00:11 pm »

They may have just fallen down a chasm. I've seen it happen plenty in underground river maps that have the terminus; the water just pushes them alllll right on down.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0
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