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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 163210 times)

assimilateur

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Re: FotF: Dwarf Fortress 40d19
« Reply #390 on: March 23, 2010, 12:07:45 am »

So far this version has performed promisingly. Where on d18 and d19 I have gotten around 15 fps, with d19_2 I'm now in the twenties to low thirties. And that's only after preliminary testing, so here's hoping I'll get it to run faster with a couple more tweaks.

Now, I'm only puzzled in regards to two things:
1. Where my FPS counter used to be in the top left corner, it's now a bit to the right off-center. That might not sound like much of a deal, but it's obscuring the date in my status menu, among others.
2. Right now my FPS counter looks like this: n (m) / k. I figure that n stands for the number of frames being processed per second, m stands for graphical frames per second, but I have no idea what k is supposed to stand for.
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Qiu

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Re: FotF: Dwarf Fortress 40d19
« Reply #391 on: March 23, 2010, 12:48:23 am »

So far this version has performed promisingly. Where on d18 and d19 I have gotten around 15 fps, with d19_2 I'm now in the twenties to low thirties. And that's only after preliminary testing, so here's hoping I'll get it to run faster with a couple more tweaks.

Now, I'm only puzzled in regards to two things:
1. Where my FPS counter used to be in the top left corner, it's now a bit to the right off-center. That might not sound like much of a deal, but it's obscuring the date in my status menu, among others.
2. Right now my FPS counter looks like this: n (m) / k. I figure that n stands for the number of frames being processed per second, m stands for graphical frames per second, but I have no idea what k is supposed to stand for.
the n is an average of the FPS over a few seconds (forgot how many)
the k is the old FPS counter which is a bit more optimistic than the other and keeps jumping all around the place.
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assimilateur

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Re: FotF: Dwarf Fortress 40d19
« Reply #392 on: March 23, 2010, 12:56:39 am »

the n is an average of the FPS over a few seconds (forgot how many)
the k is the old FPS counter which is a bit more optimistic than the other and keeps jumping all around the place.

Thanks for clearing that up.
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Ranzear

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Re: FotF: Dwarf Fortress 40d19
« Reply #393 on: March 23, 2010, 06:31:30 am »

The smoothed FPS counter is very slick for figuring out whats bogging down your fort. Drawbridge smash a few hundred items or cage up your catsplosion and you get a good look at your FPS slowly rising back up.
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Baughn

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Re: FotF: Dwarf Fortress 40d19
« Reply #394 on: March 23, 2010, 07:26:06 am »

According to toady (or so I interpreted it, anyway), a large part of why having more items makes things slower is temperature. Try turning that off, and it should be much less of a problem.

That might only apply to DF2010, though.
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Veroule

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Re: FotF: Dwarf Fortress 40d19
« Reply #395 on: March 23, 2010, 11:49:42 am »

I have been thinking more about the threaded display model, and did an interesting test.  I set dummy loops in both Matrix::logic and render to simulate a much heavier processing load such as would occur during actual game play.  The result was that both settings for PRINT_ASYNC came out equal on a single core machine.  I believe that if it is set up perfectly then there would be no reason not to have the threaded model be the default and possibly even remove the option for a user to use a single threaded model.

That said I have thought up a few ways to make threading run smoother and completely eliminate the possibilty of SDL losing an event.  At the same time it can be made so that with minimal insertions into Toady's existing code the current worst offenders (stocks->stone, and game saving) could display progress indicators.

Also there is one race condition in the code I sent you.  It wouldn't cause any lockup but could cause the game to run an extra frame or 2.  I can't see any way to eliminate that particular condition using the controls SDL provides, but we could eliminate the extra game frames with a slight overhead.  I don't really think it is worth it.
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Baughn

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Re: FotF: Dwarf Fortress 40d19
« Reply #396 on: March 23, 2010, 12:52:24 pm »

The reason the toggle is there is because the code is currently untested. You're right that it could probably default to on, I'm just not confident in the code yet.

Also, I'm taking a different approach entirely now.. well, you'll see. I think it should be fine.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

monkeyfetus

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Re: FotF: Dwarf Fortress 40d19
« Reply #397 on: March 23, 2010, 02:16:37 pm »

Walls and floors of CERTAIN area at z-3 became visually...dwarven corpses and coffins.
"k" still named these as walls and floors, but damn, it looked as coffins and dwarven bodies.
I quitted and reloaded, same situation, changing display engine did not help.
Your copy of Dwarf Fortress is haunted. I suggest you get a priest to exorcise your computer.
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N3X15

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Re: FotF: Dwarf Fortress 40d19
« Reply #398 on: March 23, 2010, 11:02:00 pm »

I've been off doing college related stuff for a while, so excuse me if I've missed a lot and I ask a lot of stupid questions.

I'm unable to get Ubuntu Jaunty to compile this.  It complains about needing clang++.  I have LLVM installed, but I still get the error.

Quote
nexis@RAGE:~/df/Dwarf-Fortress--libgraphics-$ scons
scons: Reading SConscript files ...
scons: done reading SConscript files.
scons: Building targets ...
clang++ -o g_src/KeybindingScreen.bc -emit-llvm -pipe -c -Dunix -DGLEW_STATIC -O2 -D_GNU_SOURCE=1 -D_REENTRANT -Ig_src/fmodexinclude -Ig_src/glext -I/usr/include/gtk-2.0 -I/usr/lib/gtk-2.0/include -I/usr/include/atk-1.0 -I/usr/include/cairo -I/usr/include/pango-1.0 -I/usr/include/pixman-1 -I/usr/include/freetype2 -I/usr/include/directfb -I/usr/include/libpng12 -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include -I/usr/include/SDL -I/usr/include g_src/KeybindingScreen.cpp
sh: clang++: not found
scons: *** [g_src/KeybindingScreen.bc] Error 127
scons: building terminated because of errors.

I'm wary about screwing up my compile environment for my other apps, so are there other options or is clang++ required?
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Fictionpuss

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Re: FotF: Dwarf Fortress 40d19
« Reply #399 on: March 23, 2010, 11:22:34 pm »

Does clang++ conflict with g++ on ubuntu?  I just linked it from g++ and it compiled successfully.  Of course, I ran into another problem to do with having created a 64bit library for a 32bit executable.. I left it there though as I don't have time to climb the learning curve of cmake, or set up a 32bit compile environment.
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N3X15

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Re: FotF: Dwarf Fortress 40d19
« Reply #400 on: March 23, 2010, 11:29:18 pm »

How did you get it to use g++ instead of clang? Editing the SConscript file or is there some special commandline option that I haven't noticed?

edit:  I now feel really stupid.

Quote
--- a/g_src/SConscript
+++ b/g_src/SConscript
@@ -14,7 +14,7 @@ optimize = True
 debug = False
 profile = False
 
-clang = True
+clang = False
Compiles fine, buthad to add an additional step:

Code: [Select]
$ sudo ln -s /usr/lib/libjpeg.so /usr/lib/libjpeg.so.8
« Last Edit: March 23, 2010, 11:46:24 pm by N3X15 »
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madman

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Re: FotF: Dwarf Fortress 40d19
« Reply #401 on: March 24, 2010, 01:47:00 am »

What it boils down to, in the (possibly very) long run, is that the 32-bit install base will, at some point in the future, be so marginally small that supporting it becomes pointless.

However, at that point in time, starting a 64-bit build would take even longer to do than it would now, as the code base will have grown enormously and the probability for there to be issue with porting will be much higher.
"Starting...now..." 
Dude, it has been 18 MONTHS sense the last release.  There is no way Toady is going to take on the extra code maintenance he has to perform and reduce his development time just for the convince of a minority of his users and donors.  A couple years from now, when 64-bit hardware+OS is +90% of the install base he will probably do it.

A for Anonymous, I don't think anyone is seriously expecting a 64-bit version with the next release. However, if the code is clean from silly assumptions about pointer sizes, it's probably not a great deal of effort to port sometime afterwards, and very little effort to maintain once ported (it's not nearly as bad as another whole OS). It would need compilation and testing near release time and could be largely ignored the rest of the time. I write a lot of code that is designed to run on both 32 bit and 64 bit Linux - it's not hard.

I also disagree that waiting would make it that much harder - as long as Today is aware to not use any 32-bit specific coding practices, it should be easy to port any time. I hope not to have to wait two years though, as running 32-bit code on a 64 bit Linux system can be a real nuisance, especially when it is as library dependent as Dwarf Fortress.
« Last Edit: March 24, 2010, 02:04:37 am by madman »
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They can pull completely amazing maneuvers, yet manage to die of thirst in the river.

koitsu

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Re: FotF: Dwarf Fortress 40d19
« Reply #402 on: March 24, 2010, 04:50:24 am »

Code: [Select]
$ sudo ln -s /usr/lib/libjpeg.so /usr/lib/libjpeg.so.8

Please don't do this.  I've already explained why once already in this thread.  References:

http://www.bay12games.com/forum/index.php?topic=50514.msg1070455#msg1070455
http://www.bay12games.com/forum/index.php?topic=50514.msg1070555#msg1070555
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vyznev

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Re: FotF: Dwarf Fortress 40d19
« Reply #403 on: March 24, 2010, 11:27:20 am »

Code: [Select]
$ sudo ln -s /usr/lib/libjpeg.so /usr/lib/libjpeg.so.8
Please don't do this.  I've already explained why once already in this thread.  References:
http://www.bay12games.com/forum/index.php?topic=50514.msg1070455#msg1070455
http://www.bay12games.com/forum/index.php?topic=50514.msg1070555#msg1070555

To be more specific, do this instead:
Code: [Select]
$ ln -s /usr/lib/libjpeg.so df_linux/libs/libjpeg.so.8

Or just install a package that actually provides libjpeg version 8, if one exists for your distro.
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microMOOSE

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Re: FotF: Dwarf Fortress 40d19
« Reply #404 on: March 24, 2010, 02:45:37 pm »

I tried to run a maximized window for fun and it crashes in about <1 minute constantly.  I don't see why it's not working properly.

I'm using shader mode with a 260gtx and 196.34 drivers.

Everything works fine as long as I don't resize the window strangely.

Spoiler (click to show/hide)
« Last Edit: March 24, 2010, 03:06:29 pm by microMOOSE »
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