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Having tested both 2D and STANDARD, how is 40d19 compared to 40d?

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

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Author Topic: FotF: Dwarf Fortress 40d19  (Read 162113 times)

Andir

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Re: FotF: Dwarf Fortress 40d19
« Reply #120 on: March 05, 2010, 11:21:54 pm »

Not really a bug, per-say, but at the default windowed resolution with fps display on, the fps screen covers everything in the world name except for "the".
~die images die~

Also, this problem on the "z" screen for the date. WHAT DAY IS IT?

A nice workaround would be to put it on the bottom...
Putting it on the bottom then covers the messages :p  I know... I know... nothing important shows up there, and if it does you can hit A to see the previous messages.  Personally, I'd love to see a marquee message notification on the bottom with the FPS off to the side where the marquee space increased with window size.
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nitnatsnoc

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Re: FotF: Dwarf Fortress 40d19
« Reply #121 on: March 05, 2010, 11:48:53 pm »

In side by side tests of world gen, 40d19 beat 40d everytime.

This was on a Phenom II X4 945 (3.0ghz), 4gb RAM, GeForce GTX 260, Windows 7 64bit.

All modes were playable, with the exception of Shader (with and without ARB_SYNC). I couldn't see any error details, but if I've missed them, let me know and I'll post them.
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dorf

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Re: FotF: Dwarf Fortress 40d19
« Reply #122 on: March 06, 2010, 03:22:58 am »

Someone did, I'm fairly sure, which is why you keep getting people who are using it.

I am, howe'er, unable to find it presently.
Found it!
http://dffd.wimbli.com/file.php?id=920
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dorf

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Re: FotF: Dwarf Fortress 40d19
« Reply #123 on: March 06, 2010, 04:02:27 am »

- loaded reinhammers save (same results as in d17 and d18):
40d: 11 FPS; [PARTIAL_PRINT:YES:0]
40d19: 7(7)/7 FPS, works fine; [PRINT_MODE:PARTIAL:0]
[...]
At this point I'm goin to chalk that up to optimization differences in DF itself. It pretty much can't be due to the graphics code, not with all the modes giving the same FPS.
I've freshly embarked on a 6x6 map with a river, little wildlife and idling dwarves.

I've tested it in 40d and 4019_2 with similar inits and 40d was almost twice as fast as 40d19_2 (using partial print).
40d: 300> FPS
40d19_2: ~175 FPS

Is it possible to add Toady's old graphics code? It seems, his way of doing things is faster for older cards.
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Banana

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Re: FotF: Dwarf Fortress 40d19
« Reply #124 on: March 06, 2010, 04:24:40 am »

i would love to know how to change the interface file so i can actually play this on my laptop(since my computer is a laptop)
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quinnr

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Re: FotF: Dwarf Fortress 40d19
« Reply #125 on: March 06, 2010, 04:32:16 am »

i would love to know how to change the interface file so i can actually play this on my laptop(since my computer is a laptop)

Why can't you?
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Rafal99

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Re: FotF: Dwarf Fortress 40d19
« Reply #126 on: March 06, 2010, 05:09:21 am »

Not really a bug, per-say, but at the default windowed resolution with fps display on, the fps screen covers everything in the world name except for "the".
~die images die~

Also, this problem on the "z" screen for the date. WHAT DAY IS IT?
A nice workaround would be to put it on the bottom...

Yeah I noticed that too. It covers both the day and the month of the date in the (z) screen. And I use it quite a lot, to see how much time left to arriving/leaving of the caravans for example.
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It explodes in gore!
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Malicus

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Re: FotF: Dwarf Fortress 40d19
« Reply #127 on: March 06, 2010, 05:19:22 am »

I zoom around when I need to see the date, but that might not work for everyone.
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Banana

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Re: FotF: Dwarf Fortress 40d19
« Reply #128 on: March 06, 2010, 05:21:33 am »

nevermind i got it to work
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quinnr

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Re: FotF: Dwarf Fortress 40d19
« Reply #129 on: March 06, 2010, 05:21:48 am »

How?
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Leotto

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Re: FotF: Dwarf Fortress 40d19
« Reply #130 on: March 06, 2010, 05:34:05 am »

If he told you, he would have to kill you.
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Baughn

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Re: FotF: Dwarf Fortress 40d19
« Reply #131 on: March 06, 2010, 05:36:02 am »

So let's see..

- I've already altered -head so both ^? and C-h are treated as backspace. Since there is no line editing possible, that should be a sufficient solution.
- (In d19_2_win) I fixed the ATI shader compilation, but not the shaders themselves, since I don't have any modern ATI hardware to test on. It should be possible for someone who does to finish the job, now.
- Did d19_2 solve any problems for anyone? It stopped it crashing on /my/ windows installation, at least..
- The game is indeed supposed to be linking to ncursesw, not ncurses. Actually, according to ldd it /is/. Can you provide the full ldd dwarfort.exe output?
- My current plan for the FPS counter is to search for unused space and move it around accordingly. Grumblerumble.

EDIT: Oh, I see what's going on. I must have forgotten to mention ncursesw properly to toady.. grab d19-head, and it should work.
« Last Edit: March 06, 2010, 05:42:55 am by Baughn »
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Baughn

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Re: FotF: Dwarf Fortress 40d19
« Reply #132 on: March 06, 2010, 05:45:30 am »

I've recompiled d19-head with Clang, which seems to give a noticable (well, to counters) speed boost. Using that on DF itself should give a rather larger one.

Unfortunately, there's a minor chance of issues, so d19-head users beware.  :-*
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Toksyuryel

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Re: FotF: Dwarf Fortress 40d19
« Reply #133 on: March 06, 2010, 07:14:30 am »

First off, me love you long time for creating the TEXT output option :-*

On to business: I am getting the following error when I attempt to run in TEXT mode:
Code: [Select]
terminate called after throwing an instance of 'std::bad_alloc'
  what():  std::bad_alloc
./df: line 6: 22786 Aborted                 ./dwarfort.exe $*
This error also results in the terminal going wonky, requiring me to close it and open a new one (had to use redirection to save this error message- saving standard input is a lost cause because it wipes itself out when the error occurs and seems to insert the same wonkyness into the log file itself, rendering the terminal wonky after cating it).
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darius

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Re: FotF: Dwarf Fortress 40d19
« Reply #134 on: March 06, 2010, 07:21:14 am »

Wee shader works on ATI, changes:
Code: [Select]
//in vec4 gl_Vertex;
//in int gl_VertexID;
in shader.vs and
Code: [Select]
//out vec4 gl_FragColor;
in shader.fs
Also no flickering (even using graphics). Although bold is somewhat broken: in main menu it works, but not in game. When using graphics somehow it does not detect grayscale and shows all dwarfs as gray. FPS:~230

Looks like i fixed bold problem:
Spoiler (click to show/hide)
edit3:
Movies look strange (something to do with bold)
« Last Edit: March 06, 2010, 07:36:21 am by darius »
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