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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 106037 times)

bombcar

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Re: FotF: Dwarf Fortress 40d18
« Reply #210 on: February 25, 2010, 02:01:33 am »

Here is a git patch that removes executable from files that don't need it.

http://schnecke.bombcar.com/random/chmod.tgz
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Baughn

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Re: FotF: Dwarf Fortress 40d18
« Reply #211 on: February 25, 2010, 03:25:14 am »

I'll fix the permissions, I guess, but that's /really/ not a high priority. The issue is entirely cosmetic.

Re: text mode, it does resize itself if you resize the terminal. Assuming it's working properly, that is.. I'm still not quite sure what's going on there, but it sure /looks/ like the terminal isn't handling utf-8 properly.

I know it works with urxvt, and that's about it.. well, let's see if I can get it to work on OS X myself.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Baughn

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Re: FotF: Dwarf Fortress 40d18
« Reply #212 on: February 25, 2010, 03:35:57 am »

I hear some people have had 100% cpu use even on the main menu..

Turns out there's an issue with the ATI drivers, where if vsync is on they'll busy-wait until vsync when switching frames, instead of immediately returning to DF.

So if you have that issue, and an ATI card, make sure you don't have vsync turned on either in init.txt or elsewhere.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Thalic

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Re: FotF: Dwarf Fortress 40d18
« Reply #213 on: February 25, 2010, 04:01:40 am »

...tell me if ARB_texture_buffer_object appears on the list of supported extensions.

Unsurprisingly it is not supported on my 7950GX2   :(
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Baughn

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Re: FotF: Dwarf Fortress 40d18
« Reply #214 on: February 25, 2010, 04:04:55 am »

Not surprising at this point, no.

Well, you'll still have the other drawing modes.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Thalic

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Re: FotF: Dwarf Fortress 40d18
« Reply #215 on: February 25, 2010, 04:32:13 am »

Not surprising at this point, no.

Well, you'll still have the other drawing modes.

*adds another reason to buy a new computer to his list*  ;)
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Jookia

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Re: FotF: Dwarf Fortress 40d18
« Reply #216 on: February 25, 2010, 06:06:04 am »

I don't know if this has been pointed out, but when generating a world (not sure in general or advanced params or if it's my param specific), but exporting the image and info outputs this..

http://img535.imageshack.us/img535/6427/worldmapregion1501.png

Further test show that the same effect happens with exporting the map and info in the legends screen, but with the legends screen multiplied and it won't let me export a detailed map.

When it says 'exporting coloum X', it progresses to the next when I click/do anything other than wait.

I have to quit the game using task manager or do all of them.
« Last Edit: February 25, 2010, 06:15:32 am by Jookia »
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Baughn

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Re: FotF: Dwarf Fortress 40d18
« Reply #217 on: February 25, 2010, 07:14:16 am »

Image export being broken is on the list of known bugs back in post #1.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

HulkingUnicorn

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Re: FotF: Dwarf Fortress 40d18
« Reply #218 on: February 25, 2010, 07:59:28 am »

Loaded the reinhammers save mentioned earlier.

40d (80x60 fullgrid)
Standard: 20-28
Partial:(0 or 1): Constant flickering
Partial:2: 22-27

40d18
Standard: 22-27 (19-20)
Partial:0: 21-30 (19-20)
Partial:1: 21-27 (17-19)
Partial:2: 22-27 (18-19)
AccumBuffer: 19-25 (18-20)
FrameBuffer: 21-26 (18-19)
VBO: CTD

For the 2D modes both numbers are the same:
2D: 15-20
2DHW: 13-16
2DASYNC: 13-16

Settings:
Spoiler (click to show/hide)

Rig:
Spoiler (click to show/hide)
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random51

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Re: FotF: Dwarf Fortress 40d18
« Reply #219 on: February 25, 2010, 08:41:06 am »

So thank you. You're keeping me more honest.

Or just forcing me to go back to actually PRESSING the D-key for each rock.

d-b-d,   select as large an area as you like, just like laying down a stockpile and you'll mark everything in it with dump.

Then kick yourself for not figuring it out on your own, long ago.
« Last Edit: February 25, 2010, 08:43:31 am by random51 »
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shadow_slicer

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Re: FotF: Dwarf Fortress 40d18
« Reply #220 on: February 25, 2010, 09:35:39 am »

I'm running d18 head  (Feb 24 build) on linux and it seems that when SOUND=ON, df continues running after you quit (with 100% CPU usage). This happens all of the time with sound on, and none of the time with sound off. If you are running df from a terminal, you can see that it hasn't quit since it doesn't return to the terminal (you can force it to quit with Ctrl-C). You can also see it in htop: there are a couple threads and one of them is using 100% CPU.

I think someone may have mentioned this problem earlier after the openal switch, but I thought you should know it still exists in d18 head. Most likely the sound/music thread is still running. Perhaps you can make sure you are shutting down the sound system properly or use exit(0) at the end of main to ensure the process exits?
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Yaddy1

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Re: FotF: Dwarf Fortress 40d18
« Reply #221 on: February 25, 2010, 11:00:30 am »

So...are 40d16 save files supposed to be not compatible with 40d18? Because I said before that mine wasn't.
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Janus

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Re: FotF: Dwarf Fortress 40d18
« Reply #222 on: February 25, 2010, 11:07:46 am »

So...are 40d16 save files supposed to be not compatible with 40d18? Because I said before that mine wasn't.

Yes, they are. Were you using Mike Mayday's modified release of d16, maybe?
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The dwarf puffed on his pipe. "It is a glory hole, laddie. When my people mined this area, we fashioned many such areas."
     - Raymond E. Feist, Magician: Apprentice  (Riftwar Saga)

Yaddy1

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Re: FotF: Dwarf Fortress 40d18
« Reply #223 on: February 25, 2010, 11:09:14 am »

Nope, pure acii only for me.
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G-Flex

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Re: FotF: Dwarf Fortress 40d18
« Reply #224 on: February 25, 2010, 11:15:12 am »

The only possible reason a save file wouldn't work is if you either copied the save over incorrectly (you have to copy the entire region folder in \save) or one version was modded differently from the other.
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