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Author Topic: Dwarf Fortress 0.31.13 Released  (Read 116063 times)

DalGren

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Re: Dwarf Fortress 0.31.13 Released
« Reply #90 on: September 15, 2010, 04:09:09 pm »

Played a tiny bit with this release. Aside from what I asked in the future of the fortress topic (Truetype text resizing with map...it should stay the same regardless of zoom level so it's legible when zooming out), I fired up adventurer mode and...well, I didn't expect the new populations to make such a difference, makes adventure mode places feel...better, I can't really explain it.
I managed to crash DF by zooming in/out quickly, but can't reproduce it consistently.
Also I noticed that in adventurer mode, it's BLAZING FAST in comparison to previous versions. I could walk a big distance in a village without having a delay of +/- one second as in older versions. This promises a lot, I can't wait to see more Adventurer love <3<3
Generating worlds is slower as advertised. But I feel it's a much livelier map, so it pays.
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Veroule

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Re: Dwarf Fortress 0.31.13 Released
« Reply #91 on: September 15, 2010, 04:17:05 pm »

This version failed to launch at all on my system.  It appears to be missing the .MANIFEST for MSVR100.DLL.
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Lemunde

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Re: Dwarf Fortress 0.31.13 Released
« Reply #92 on: September 15, 2010, 04:19:35 pm »

In the farmland houses, are there supposed to be twelve or so humans just standing around (including one always blocking the entrance)?  That seems rather cramped.

Toadie hasn't gotten to their routines yet so they don't really do anything right now. I'm guessing they're supposed to spend most of their time out in the fields.
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devek

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Re: Dwarf Fortress 0.31.13 Released
« Reply #93 on: September 15, 2010, 04:35:27 pm »

Works fine.

Since you upgrade your compiler.. this would be a perfect time for you to test something Toady.

Compile .12 with 48x48 mapblocks using the old compiler and compare it to the .13 version performance with the 16x16 mapblocks. :)

I would bet money the .12 would win in a fps test on a large developed fort
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Haspen

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Re: Dwarf Fortress 0.31.13 Released
« Reply #94 on: September 15, 2010, 04:37:35 pm »

Still, it's wonderful update and let's hope that '13' won't be bad thing ;3
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jocan2003

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Re: Dwarf Fortress 0.31.13 Released
« Reply #95 on: September 15, 2010, 04:42:31 pm »

Just the fix to the lever linkage makes this release the best one ever.  Seriously.  I'm happier about that than I was about going to 3D :D

That bug had a nice workaround, pressing v would recenter on the selected item in the list.
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drvoke

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Re: Dwarf Fortress 0.31.13 Released
« Reply #96 on: September 15, 2010, 04:50:45 pm »

I'm getting crashed during the opening movie.  If I skip it, the game runs just fine.  Love the new font support, can't wait until it's all nailed down.

I also get the opening movie crash.  At first I thought it was because I was playing through a Remote Desktop connection, but unless you were doing the same thing...  Not an issue if it's skipped, though.
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Untelligent

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Re: Dwarf Fortress 0.31.13 Released
« Reply #97 on: September 15, 2010, 04:54:52 pm »

Not being able to embark in villages is cutting down on the amount of cool embark spots. I found a great carp-filled river canyon at a four-way river intersection in adventure mode and I can't embark on it because it's in a village.
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TomiTapio

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Re: Dwarf Fortress 0.31.13 Released
« Reply #98 on: September 15, 2010, 05:13:08 pm »

FPS report from Genesis mod v3.12.
Only copied main executable, DLLs and "data/index" into existing installation.

Fort A: 67-69 fps improves to 77-78 fps.
Fort B: 45-48 fps improves to 54-57.
Fort C: 70-72 fps improves to 76-83.


This is most delightful, Master Toady!

Edit: fortress log:   Miner had a baby girl. Assign a bed-based room to the mother. CRASH! (might have been also 37 soldiers rushing to train in barracks.)
Edit: try again: soldiers are training in militia-commader's chair-based room... most odd.

« Last Edit: September 15, 2010, 05:21:19 pm by TomiTapio »
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BadSyntax

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Re: Dwarf Fortress 0.31.13 Released
« Reply #99 on: September 15, 2010, 05:22:48 pm »

So is Dungeon Master fixed then  :D
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Demicus

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Re: Dwarf Fortress 0.31.13 Released
« Reply #100 on: September 15, 2010, 05:23:40 pm »

Took forever to sync folders. Could just be the cmputer I'm trying it on. Will have to check other computers.
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OmnipotentGrue

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Re: Dwarf Fortress 0.31.13 Released
« Reply #101 on: September 15, 2010, 05:24:26 pm »

Damn timezones, I've got school, and an assignment I have to finish. Oh well, update, hooray!
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Bronze Dog

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Re: Dwarf Fortress 0.31.13 Released
« Reply #102 on: September 15, 2010, 05:49:19 pm »

Good to hear the bed bug is fixed. Generating my second world after finding a spot on the first. Generation went fine, if a little slow generating historical figures over the years.

The urban sprawl made finding locations more difficult on my first map, but not impossible. Did have a few where I worried about the surrounding goblin villages. To be fair, I was avoiding aquifers, since I haven't read up on tricks for penetrating them.

I might try finding a few obsidian layers to make swords, now that those are supposed to work.
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Kaelem Gaen

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Re: Dwarf Fortress 0.31.13 Released
« Reply #103 on: September 15, 2010, 06:47:45 pm »

Seconding this question. The entity_default.txt file seems to have changes (has a new date) though I can't find the actual changes in it.

I did a diff on it for you, here's the changed/added lines:

Code: [Select]
[ENTITY:MOUNTAIN]
   [START_GROUP_NUMBER:10]
[ENTITY:FOREST]
   [START_GROUP_NUMBER:10]
[ENTITY:PLAINS]
   [START_BIOME:ANY_FOREST]
   [BIOME_SUPPORT:ANY_OCEAN:3]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [START_GROUP_NUMBER:10]
[ENTITY:EVIL]
   [START_BIOME:MOUNTAIN]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:ANY_OCEAN:1]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:1]
   [BIOME_SUPPORT:ANY_SAVANNA:1]
   [BIOME_SUPPORT:ANY_SHRUBLAND:1]
   [START_GROUP_NUMBER:10]
[ENTITY:SKULKING]
   [START_GROUP_NUMBER:10]
[ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]
   [START_GROUP_NUMBER:10]

Huh weird I don't see the Start Group line in mine, or the zip file.

But I did see the START GROUP bit in a save from a previous version, not sure what version though
« Last Edit: September 15, 2010, 06:52:38 pm by Kaelem Gaen »
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Da Spadger

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Re: Dwarf Fortress 0.31.13 Released
« Reply #104 on: September 15, 2010, 06:50:01 pm »

So is Dungeon Master fixed then  :D

I was wondering this too. Also, does obsidian show up in the z-stone menu or do you still have to resort to removing [MAX_EDGE] from the raws when you want to switch?
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