It's a dwarf fortress lunch hour! Some notes about my experience with this in Mac and Linux. A lot of this is repeat but there might be something new.
Machines used:
Windows: Dell Desktop | Vista Business SP1 64-bit | Intel Core 2 Quad CPU (Q6700) @ 2.66 GHz | nVidia Geforce 9800 GX2
Mac: MacBook Pro | MacOS 10.6.7 | Intel Core 2 Duo @ 2.66 GHz | nVidia Geforce 9600M GT
Linux: Dell Studio XPS 16 | Ubuntu 10.4 64-bit | Intel Core i5 M 540 @ 2.53GHz | ATI Mobility Radeon HD 4670
In general:
- Fortress location search takes unbearably long. I actually had pretty good results with it in .03 although I heard/read it was broken. Maybe I was just lucky. Anyway it really drags now. I can pound escape to get through it but it seems each time I hit escape it just advances to the next number rather than aborting the search, until it gets to the end.
- "Offloading Units" after world generation seems like it takes much longer on all 3 platforms than it previously used to.
On mac: Macbook Pro / MacOS 10.6.7
- Backspace/delete issue, MacBook Pro only has delete. Function+delete I think is commonly used for backspace, but did nothing.
On Linux: Dell Studio XPS laptop / Ubuntu 10.4
- Had the libncursesw error until I installed the 32-bit curses library and rebooted
- Also had the jpeg error, no option available from ubuntu repositories that I could see. Installing the library built by someone in this thread (I'd give props but I forget the name, sorry
) to the libs/ subfolder worked just fine.
- No issues with sound. In fact I didn't realise I had sound cranked on the machine and so serenaded my coworkers with the sounds of Dwarf Fortress's intro and menu music.
Draw modes:
All modes worked on all 3 machines. At least I think they did. I also tested the mode "HAHARANDOMWUT" and it worked as well. Does it backpedal if a certain mode fails or is unrecognised? How I can I verify what mode is actually being used?
I need to test them on a game which drags down the game step rate as I only had new worlds to test with here. I set the G_FPS and FPS to 100 each and with all GL modes game refresh and graphics refresh would loiter between 80 and 100, with the graphics refresh matching the game refresh. 2D, 2DSW and 2DASYNC all ran at about 24 graphical fps with 100 game fps, with PARTIAL increasing graphical refresh to the cap though introducing some apparent glitches with higher values producing more glitches (I tested 2 and 15. 15 gives a nice motion trail effect.. )
ARB_SYNC did not work on any of the machines.
Previous releases had huge graphical corruption issues on the ATI machine in Windows unless I used PARTIAL mode. Those are gone.
TEXT mode is good for a cackle and works fine.
I haven't had a chance to test all this on a real game, I just generated a new world on each machine. I'm interested to see how each mode responds with my mega fortress at home.