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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 106065 times)

Duke Drake

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Re: FotF: Dwarf Fortress 40d18
« Reply #135 on: February 23, 2010, 07:01:19 pm »

I'm not sure if it's a bug, or just a feature I don't like (at all!), but this version is frequently un-pausing on me.

Whenever I exit out of a building's queue, unit list, unit view, military list, look-around, or whatever, it nearly always unpauses. Some times it doesn't, but those are infrequent, and it's difficult to say when/why. It does seem that if I exit out without making any changes to anything, it's more likely to remain paused, but even that doesn't consistantly seem to be the case.

So far, that's the only problem I'm having with it. I'm looking forward to having the 3rd party visualizers catch up to it.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d18
« Reply #136 on: February 23, 2010, 07:11:03 pm »

This is almost undoubtedly the space key registering twice.

Do remember that if it's not paused when you enter a menu, it won't be paused when you leave that menu, even though it is paused whenever you're not on the base menu.

Menu menu menu menu.
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John Keel

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Re: FotF: Dwarf Fortress 40d18
« Reply #137 on: February 23, 2010, 07:16:47 pm »

On my Mac, there were issues with it not recognizing key commands such as F9 in the opening menu, and unexpected un-responsive pauses during world-gen. But movement itself was very fast (although it may be because I am not used to playing without Mayday's tileset- ugrgh, please tell me one will be out for the new version).

Also, Adventure mode issues, but as that is completely broken, I'm unconcerned.

I had the F9 thing- add the command key and it works, for some weird reason. A workaround, but it does work.
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King of the Onslaught of Narwhals

colorlessness

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Re: FotF: Dwarf Fortress 40d18
« Reply #138 on: February 23, 2010, 07:18:58 pm »

I have the same

Error: Dimensions set to zero, aborting opengl initialization
Error: Dimensions set to zero, aborting opengl initialization
render called without gl being initialized (repeat infinitely)

error.  FWIW, I doubt it has to do with Compiz, since I'm not running Compiz, and ANY mode besides 2D (or TEXT) makes this happen for me, including 2DASYNC or 2DHW.  This is on Fedora 12; 40d16 and 40d17 worked fine on this computer (For 40d17 I had to make the symlink from libjpeg.so.8 to libjpeg.so.62 but all modes worked after that.).
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goffrie

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Re: FotF: Dwarf Fortress 40d18
« Reply #139 on: February 23, 2010, 07:22:47 pm »

I have the same

Error: Dimensions set to zero, aborting opengl initialization
Error: Dimensions set to zero, aborting opengl initialization
render called without gl being initialized (repeat infinitely)

error.  FWIW, I doubt it has to do with Compiz, since I'm not running Compiz, and ANY mode besides 2D (or TEXT) makes this happen for me, including 2DASYNC or 2DHW.  This is on Fedora 12; 40d16 and 40d17 worked fine on this computer (For 40d17 I had to make the symlink from libjpeg.so.8 to libjpeg.so.62 but all modes worked after that.).


Yup, I have this too, on Gentoo (64-bit). No libjpeg errors or anything. Always happens in 3D modes, regardless of compositing being enabled (KWin). I just get a black window. I can press up and then enter to quit.


2D modes, unsurprisingly, work fine.
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John Keel

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Re: FotF: Dwarf Fortress 40d18
« Reply #140 on: February 23, 2010, 09:19:06 pm »

Hmm. Another strange thing (and probably a bug): the delete key results in a mountain shape for the hotkey menu, and possibly others. Instead of deleting, it replaces the last character with the pentagon thingy.
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King of the Onslaught of Narwhals

Fist_Of_Armok

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Re: FotF: Dwarf Fortress 40d18
« Reply #141 on: February 23, 2010, 09:24:58 pm »

I've run into a new problem.

I set a key to the wrong command (Top-Row Equals/Plus key, the one next to Backspace) and now I can't deselect it.

How do I do that, short of going into the Key Bindings .txt file and altering it myself?
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Sysice

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Re: FotF: Dwarf Fortress 40d18
« Reply #142 on: February 23, 2010, 09:29:03 pm »

D18 seems like a big step backwards. It's the same speed, sometimes even slower, (that's one complaint fixed, let's see for the rest) filled with even more bugs, and there are six things currently that make me can't play.
The worst part? I found four before I even started fortress mode or adventurer mode.  :(

No offense Baughn, without these updates I would barely be able to play, and I revere you and all that, just some honest feedback.
« Last Edit: February 23, 2010, 10:05:01 pm by Sysice »
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RandomNumberGenerator

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Re: FotF: Dwarf Fortress 40d18
« Reply #143 on: February 23, 2010, 11:17:30 pm »

I know the init files have been altered in this one, but I can't find  where to alter the grid size?
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Urist McDepravity

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Re: FotF: Dwarf Fortress 40d18
« Reply #144 on: February 23, 2010, 11:19:31 pm »

Recompiled head, VBO still does not work, 'render called without gl being initialized', but now, oddly, it somehow renders some fort instead of intro/menu. And that doesn't seem to be even my fort.
Tried with STANDARD, same error and effect as VBO (did work well in d18)
Starting program: /var/games/df_linux_git/dwarfort.exe
[Thread debugging using libthread_db enabled]
Sound devices available:
ALSA Software
Wave File Writer
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 0xb65a7b70 (LWP 13670)]
Perfect OpenAL context attributes GET
[New Thread 0xb5da6b70 (LWP 13671)]
Loading bindings from data/init/interface.txt
IRQ's not enabled, falling back to busy waits: 2 0
Error: Dimensions set to zero, aborting opengl initialization
GPU does not support non-power-of-two textures, using 512x512 catalog.
Error: Dimensions set to zero, aborting opengl initialization
GPU does not support non-power-of-two textures, using 512x512 catalog.
render called without gl being initialized
render called without gl being initialized
render called without gl being initialized
render called without gl being initialized

ATI card with radeonhd community driver.
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Andir

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Re: FotF: Dwarf Fortress 40d18
« Reply #145 on: February 23, 2010, 11:23:07 pm »

I'm actually having this as well.  I've changed nothing since d17, but the vanilla download (with head) is just a black screen, sound, and spamming "render called without gl being initialized"

Lenovo T61, C2D-T8300, Integrated Intel GM965

( I do not get the "non-power-of-two" errors though. )


Edit:  Doh!  I feel like the fool.  I resized the window and it redraws the screen... are we missing a reset somewhere?  Maybe force a resize somewhere (it's cheap, I know...)?
« Last Edit: February 24, 2010, 12:53:21 am by Andir »
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Dabi

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Re: FotF: Dwarf Fortress 40d18
« Reply #146 on: February 24, 2010, 01:02:02 am »

Hmm...i was playing and then all of a sudden i get a drop from 50 down to 9 fps. This is on my laptop and PC.
Laptop has a 2.4GHz Dual core
Pc has a 2.9GHz Dual core

I've got around 100 dwarfs...standard setting..and now that i learn ATI may be affecting my OpenGL games...can i get a idea how badly it actually affects it?
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mtsr

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Re: FotF: Dwarf Fortress 40d18
« Reply #147 on: February 24, 2010, 01:39:52 am »

I'm not sure if it's a bug, or just a feature I don't like (at all!), but this version is frequently un-pausing on me.
Same here.

So far, that's the only problem I'm having with it. I'm looking forward to having the 3rd party visualizers catch up to it.
And here. I can't play this without Dwarf Therapist :).
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mtsr

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Re: FotF: Dwarf Fortress 40d18
« Reply #148 on: February 24, 2010, 03:22:01 am »

I just found out that the unpausing when leaving a menu can be overcome by replacing the standard pause keybind by the same keybind using sdl.

By default it's unicode ' ', replacing it by sdl space solves it.
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Baughn

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Re: FotF: Dwarf Fortress 40d18
« Reply #149 on: February 24, 2010, 03:31:53 am »

That's.. an incredibly cheap way of working around the bug. I love it.

Dabi: That's unlikely to be the graphics code. More likely a cat is stuck somewhere, or something.

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