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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 163311 times)

dorf

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Re: FotF: Dwarf Fortress 40d19
« Reply #135 on: March 06, 2010, 09:06:36 am »

- Did d19_2 solve any problems for anyone? It stopped it crashing on /my/ windows installation, at least..
Oh, the crash-while-saving doesn't crash anymore!
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Baughn

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Re: FotF: Dwarf Fortress 40d19
« Reply #136 on: March 06, 2010, 09:30:39 am »

darius: That matches other reports I've got. Guess I'll have to #ifndef those for ati, somehow.

Er, but what exact changes did you make to make bold work?
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Diablous

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Re: FotF: Dwarf Fortress 40d19
« Reply #137 on: March 06, 2010, 10:27:50 am »

D19_2 is more or less the same for me. Shader still crashes, but I don't have a dx10 compatible card. I still have that dimming thing in ACCUM_BUFFER. After a while you can only see a few things on the screen. Everything else is basically the same.
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darkrabite

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Re: FotF: Dwarf Fortress 40d19
« Reply #138 on: March 06, 2010, 10:38:53 am »

d18 and d19 were running great on my netbook, now im getting this with the current -head

now running ./df i get the intro fine, menu fine, i can't however generate a world.

game just gives a segmentation fault no matter how i try to do it.

I can change the settings on the advanced screen to generate one, but the instant i hit enter it just segfaults.

would you like me to do any further commands to troubleshoot this?
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Zared

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Re: FotF: Dwarf Fortress 40d19
« Reply #139 on: March 06, 2010, 10:47:12 am »

Radeon HD 3650, Windows 7 x64, DX11

Darius's version doesn't work, either

Code: [Select]
data/shader.fs shader compilation log (649):
Fragment shader failed to compile with the following errors:
ERROR: 2:9: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 2:10: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 2:12: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 2:16: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: error(#273) 4 compilation errors.  No code generated

fix is to add

Code: [Select]
precision mediump float;right where you commented out the output vector.

Now DF crashes on launch without any errors at all.  Progress!
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Baughn

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Re: FotF: Dwarf Fortress 40d19
« Reply #140 on: March 06, 2010, 10:52:45 am »

Hum. If you're going to keep trying, I'd suggest downloading gDebugger which'll be able to tell you what's going wrong. Hopefully.

There's a seven-day free trial, so go ahead and try it. ;)


darkrabite: Yeah, looks like compiling just *part* of DF with Clang is a bust. Try again, I've uploaded a non-clang version.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Shoku

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Re: FotF: Dwarf Fortress 40d19
« Reply #141 on: March 06, 2010, 11:37:36 am »

I looked into the FPS drops to remember what's going on. Turns out DF is slowing down so bad it kicks all the lightweight stuff off of the core it's on just to manage 20fps (with just the starter dwarves running around.) A quick check of d11 doesn't show this happening.
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Arkose

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Re: FotF: Dwarf Fortress 40d19
« Reply #142 on: March 06, 2010, 11:47:58 am »

The text mode is very cool; I'm guessing DF is a bit too heavyweight for someone to set up a free ssh server like Crawl and NetHack have, but on a multi-core system you could probably have one copy of DF running on each core without noticing much slowdown. (Hey, a performance advantage to DF's single-threaded nature!)

Baughn: Have you by any chance tried seeing if DF curses support will compile on Windows with PDCurses (built with wide-character support)?
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xax

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Re: FotF: Dwarf Fortress 40d19
« Reply #143 on: March 06, 2010, 11:55:01 am »

Hey, I've been playing DF for a long time now but I just joined to say that these graphics releases have been getting faster and faster (I run Debian) and it looks like it might finally be possible for me to manage a 100 dwarf fortress because of it! Thanks for all the hard work, Baughn!
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goffrie

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Re: FotF: Dwarf Fortress 40d19
« Reply #144 on: March 06, 2010, 12:55:19 pm »

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.  :-*

Does clang support enough of C++ to correctly compile DF?
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darius

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Re: FotF: Dwarf Fortress 40d19
« Reply #145 on: March 06, 2010, 01:06:12 pm »

Baughn:
It's really annoying that multiple cards (even with same manufacturer) works differently.
As for changes in vertex shader (shader.vs):
Code: [Select]
uniform usamplerBuffer data;->uniform isamplerBuffer data;
<...>
  int ch   = texelFetch(data, offset_tile).a;
  int fg   = texelFetch(data, offset_tile+1).a;
  int bg   = texelFetch(data, offset_tile+2).a;
  int bold = texelFetch(data, offset_tile+3).a;
<...>
basically removed all int conversions and clamp (why is it there? bold should only be 1 or 0 anyway). Although this is my first attempt at shaders and i could be talking nonsense  :P

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Baughn

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Re: FotF: Dwarf Fortress 40d19
« Reply #146 on: March 06, 2010, 01:09:31 pm »

Well, bold is not always 0 or 1. Sometimes it's 64. :P

Changing the code like that is not, I think, /safe/. They're unsigned bytes, and pretending they aren't can't possibly be a good idea; you'd get negative texture offsets.
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Meteorswarm

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Re: FotF: Dwarf Fortress 40d19
« Reply #147 on: March 06, 2010, 01:47:40 pm »


Do you have two versions of ncurses on your system per chance (say one in /usr/lib and another in /usr/local/lib)?
libncurses.so.5 appears in /usr/lib and /lib, but libncursesw.so.5 appears only in /lib.  There are also .so.5.7 versions of both libncurses and libncursesw in /lib.
  Can you provide the output of "ldd -v /some/path/to/dwarfort.exe"?
Spoiler (click to show/hide)
  The filename should be the actual ELF executable and *not* the "df" shell script.  This will help determine what actual ncurses library is being mapped on your system.

After you get the ldd -v output, please provide "ls -l /path/to/library/shown".  E.g. for this kind of output:

/usr/local/bin/bash:
        libncurses.so.8 => /lib/libncurses.so.8 (0x606d8000)
        libc.so.7 => /lib/libc.so.7 (0x60822000)

I'd like to see the output from:

ls -l /lib/libncurses.so.8
ls -l /lib/libc.so.7

Thanks.
I'm not entirely sure if my output matches what you say, but here's what I can come up with:
Spoiler (click to show/hide)

I haven't tried the updated version - should I use the head or is the normal linux download link up-to-date?
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darius

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Re: FotF: Dwarf Fortress 40d19
« Reply #148 on: March 06, 2010, 02:04:17 pm »

Well those int to uint conversions are not needed, what does not work is clamp... Changing it to min(max(x,0),1) works i think.
The line now looks like this:
Code: [Select]
int bold = min(max(int(texelFetch(data, offset_tile+3).a), 0), 1);
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shadow_slicer

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Re: FotF: Dwarf Fortress 40d19
« Reply #149 on: March 06, 2010, 02:16:38 pm »

@Meteorswarm: I think you can go ahead and try head. Your problem might be because the posted df was linking to ncurses instead of ncursesw. Baughn has supposedly fixed this in head.

If that still doesn't work, you could try tricking df into using ncursesw:
"LD_PRELOAD=/lib/libncursesw.so.5.7 ./dwarffortress.exe"
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