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Having tested both 2D/2DHW and STANDARD, how is 40d18 compared to 40d?

Faster, no problems
Faster, problematic
Same speed, no problems
Same speed, problematic
Slower, no other problems
Slower, problematic
Doesn't work at all

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Author Topic: FotF: Dwarf Fortress 40d18  (Read 106052 times)

Baughn

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Re: FotF: Dwarf Fortress 40d18
« Reply #165 on: February 24, 2010, 06:42:00 am »

Thus wubi. It doesn't require a partition. :P
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zagibu

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Re: FotF: Dwarf Fortress 40d18
« Reply #166 on: February 24, 2010, 06:44:09 am »

Text mode is very cool, but why is the black not completely black? It seems to be a dark gray instead...

If your terminal emulator supports themes or profiles (such as Konsole) you might want to check to make sure yours is using a white-on-black theme.

Yeah, I've just switched to white on black, but it's still the same. Probably the mapping-problem Baughn was talking about...
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Urist McDepravity

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Re: FotF: Dwarf Fortress 40d18
« Reply #167 on: February 24, 2010, 08:11:47 am »

Solved the opengl non-initialization problem. Works fine now, but testing more. Resizing the window works as a workaround for you guys.
Yep, works now, along with VBO, thanks.

200x80 grid:
[PRINT_MODE:STANDARD]      13-14 FPS
[PRINT_MODE:VBO]           15 FPS
[PRINT_MODE:PARTIAL:0]     14 FPS
[PRINT_MODE:PARTIAL:5]     14-16 FPS
[PRINT_MODE:ACCUM_BUFFER]  14 FPS
[PRINT_MODE:FRAME_BUFFER]  14 FPS
[PRINT_MODE:TEXT]          22-23 FPS
[PRINT_MODE:2D]            9 FPS
[PRINT_MODE:2DHW]          9-10 FPS
[PRINT_MODE:2DASYNC]       10-11 FPS


Text mode is broken now tho. It shows some weird 2-char combinations for many symbols. Like, "-b~V~H" instead of left border.

On 40d under wine with same grid size i get about 5 fps, so noticeable difference here. And about 22fps on default grid (but d18 should be faster as well on small grid)
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Baughn

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Re: FotF: Dwarf Fortress 40d18
« Reply #168 on: February 24, 2010, 08:13:58 am »

That particular text-mode brokenness.. /should/ imply that your terminal doesn't handle utf-8 correctly, but then you shouldn't get those particular symbols.

Can you take a screenshot of the terminal?
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Urist McDepravity

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Re: FotF: Dwarf Fortress 40d18
« Reply #169 on: February 24, 2010, 08:29:39 am »

That particular text-mode brokenness.. /should/ imply that your terminal doesn't handle utf-8 correctly, but then you shouldn't get those particular symbols.
Can you take a screenshot of the terminal?
It did work fine 2 days ago, on d18 release. And term definitely supports utf8, since i have lots of japanese/cyrillic files and stuff around.

Also, this time intro crashed:
Loading bindings from data/init/interface.txt
Using ncurses mode
Ran out of space for color pairs! Ask Baughn to implement a fallback!

Heres screens:
http://dobrochan.ru/src/png/1002/term_game.png
http://dobrochan.ru/src/png/1002/term_menu.png
Also, yes, my bad, its not 2-char wide stuff, its 5-char wide stuff instead of single symbol.
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lizard

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Re: FotF: Dwarf Fortress 40d18
« Reply #170 on: February 24, 2010, 09:09:44 am »

Urist's TEXT mode problem is the same problem that I was having.
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Rafal99

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Re: FotF: Dwarf Fortress 40d18
« Reply #171 on: February 24, 2010, 09:56:19 am »

Just noticed that my favorite 10x12 ascii tileset - curses_800x600.bmp - now comes in vanilla DF. Nice!
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jfs

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Re: FotF: Dwarf Fortress 40d18
« Reply #172 on: February 24, 2010, 10:09:08 am »

A reminder for everyone on Windows, all graphics drivers shipped by Microsoft come with horrible OpenGL drivers, the only way to get a remotely acceptable OpenGL driver is to install your graphics chip vendor's driver, even if ATI's OpenGL drivers still have some troubles.
This is true on all of XP, Vista and Win7.


I don't have any plain 40d version handy myself, but I tested 40d18 Windows against 40d16 Windows on my 2x2 fortress with 20 dwarves and a waterfall. Both seem to have about the same performance, though I'm too lazy to do a proper test.
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mrdvant

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Re: FotF: Dwarf Fortress 40d18
« Reply #173 on: February 24, 2010, 10:30:28 am »

I don't know what the technical stuff means, I see no difference between 2D and standard other than speed.

In 2d I run at about 10-15 fps..very slow.
In standard I run about 80-90 fps..little guys are flying everywhere.

I'm running on Windows Vista 2.1ghz triple core with a Geforce 9600, 3gb ram.

This is with a population of 65 btw. When I have a lot of work going on and only 5-10 idlers, the fps drops down to about 75.
« Last Edit: February 24, 2010, 10:43:00 am by mrdvant »
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guebstrike

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Re: FotF: Dwarf Fortress 40d18
« Reply #174 on: February 24, 2010, 01:25:30 pm »

fps tanked hard to 7 in all modes at 38 dwarves. Then I realized my idle dwarves were sitting on a lever I accidentally set to repeat.

It seems that frentic lever pulling eats up the fps. Once I un-repeated the lever, fps returned to 50ish. Do they practice a skill or train an attribute for all that work?

The lever was connected to a door at the bottom of my well, which was holding water on one side, and still dry on the other. The entire time the dwarves were pulling the lever, probably a month or more, only a few drops of water made it to the other side. When I discovered the lever party, I only had 2 1/7 tiles of water on the dry side.

Now that the door is open, the lowest level is full, 7/7, but it is not overflowing to the next level up. Is water pressure working in d18? I'm going to dig a new well to see if it fills.
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mizipzor

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Re: FotF: Dwarf Fortress 40d18
« Reply #175 on: February 24, 2010, 02:02:00 pm »

Fresh install, just disabled sound and intro and installed my favorite font. Size is default.
Full init.txt:

Spoiler (click to show/hide)

Generated a new world, saved it and started it with each of the graphical modes. Local play area was 6x6 tiles. Embarked without preparing carefully.

[PRINT_MODE:STANDARD] FPS: ~920 (20)
[PRINT_MODE:2D] FPS: ~840 (20)
[PRINT_MODE:2DHW] FPS: 780-850 (20) ... this one was the most unstable.
[PRINT_MODE:2DASYNC] FPS: 830-870 (20)
[PRINT_MODE:ACCUM_BUFFER] FPS: ~900 (20)
[PRINT_MODE:FRAME_BUFFER] FPS: 830-910 (20)
[PRINT_MODE:VBO] crashed on startup

My fps seems awfully high... did I do something wrong? Or is it just really easy to run those seven starter dwarves?  :P It was quite a small window though.

Great work, keep it up!  :D

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bluea

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Re: FotF: Dwarf Fortress 40d18
« Reply #176 on: February 24, 2010, 02:43:10 pm »

This all makes me want to suggest "Dwarf Bench."

A short set of stock savefiles shipped with a release (or at least the developer releases) that run through an explicit gamut of in-game things and initfile settings.

Picture the following as separate savefiles that are always loaded afresh without resaving the results:
A dwarf marching across a completely flat plain to build a wall. (Or mine a square, whatever)
 - add a brook.
 - swap the brook for a river
 - swap the river for a 1Z waterfall
 - extensive wildlife
 - high dwarven population underground somewhere doing normal stuff.
 - high dwarven population slammed between our dwarf and his target.

The initfile tests could have a savefile that explicitly has every single construction (so: complete stock of 'object' glitches in a glance), doing the menus would be much more involved.

The coding involved is essentially a custom interface to do things that are already done: load specific file, unpause, "run normally" - which already uses a deterministic random number, meaning exactly the same in-game things should happen - , and then one new thing: detecting when the 'mission' is done. (If need be, the mission could be pulling a lever killing the dwarf and thus 'killing' the entire fort.)

By timing "How many seconds?", and knowing how many frames it takes your dwarf to perform the motions, one should get a rock solid measure of FPS. By having this one set of rock solid measures, you can then compare across cpus, OSes, and graphics cards.

As an added bonus: Export bench to file.
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Baughn

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Re: FotF: Dwarf Fortress 40d18
« Reply #177 on: February 24, 2010, 03:20:40 pm »

Such a set of saves would be handy, yes. You volunteering? :)

Deterministic DF might be out of reach, though. I know most of it is, but I don't think everything is.. hm, but I'll ask toady about his PRNGs.


Oh, and sneak preview. At 100/20FPS, on my laptop:

2D: 8% cpu use
STANDARD: 7% cpu use
VBO: 6.5% cpu use
SHADER: 0.8% cpu use
« Last Edit: February 24, 2010, 03:22:44 pm by Baughn »
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Duke Drake

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Re: FotF: Dwarf Fortress 40d18
« Reply #178 on: February 24, 2010, 03:24:34 pm »

[Removed]
« Last Edit: February 24, 2010, 03:28:54 pm by Duke Drake »
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bluea

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Re: FotF: Dwarf Fortress 40d18
« Reply #179 on: February 24, 2010, 03:47:28 pm »

I'll help hunt down useful saves if there's serious interest. Some of them are pretty simple. The trickier ones involve full forts. I have a 226-dwarf fort with a next-to-the-edge moat that takes forever to fill/drain which could conceivably be of interest as "pathfinding hell".
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