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Author Topic: Dwarf Fortress 0.31.13 Released  (Read 115979 times)

Tormy

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Re: Dwarf Fortress 0.31.13 Released
« Reply #195 on: September 17, 2010, 06:13:25 am »

The point is to reach a balance that makes sense in whatever world DF is set on.
So, if a 4x4 farm plot can feed 100 dwarves, and each of these farm sprawls have 100x100 farm plots, then each sprawl can feed 6,250 people... so, we're talking what, one to two farm sprawls per city? Sounds about right to me!

[I jest, I jest.]

2-3 / city and 1 / village should be enough.
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FleshForge

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Re: Dwarf Fortress 0.31.13 Released
« Reply #196 on: September 17, 2010, 06:51:42 am »

The radius they're allowed to spread from a given town ought to be limited pretty sharply too, rather than this 15-tile type stuff that is going on now.  Also they shouldn't be allowed to be built ON TOP OF rivers, especially major rivers.
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Raufgar

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Re: Dwarf Fortress 0.31.13 Released
« Reply #197 on: September 17, 2010, 07:34:33 am »

The radius they're allowed to spread from a given town ought to be limited pretty sharply too, rather than this 15-tile type stuff that is going on now.  Also they shouldn't be allowed to be built ON TOP OF rivers, especially major rivers.

Well, if you want simple irrigation, river's the way to go I'm afraid, most major civilizations will always expand around fresh water sources, for food production and easy transportation. However, in such cases, savagery should play a part, since intelligent life are not the only ones using fresh water.
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FleshForge

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Re: Dwarf Fortress 0.31.13 Released
« Reply #198 on: September 17, 2010, 08:16:08 am »

Quote
around fresh water sources

Yes but not on top of them!
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faratheking

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Re: Dwarf Fortress 0.31.13 Released
« Reply #199 on: September 17, 2010, 08:55:58 am »

I got the newest version for MAC (intel, with osx10.5), but it doesn't work  :'(

It shows de following msg in the Terminal panel

dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib
  Referenced from: /Users/.../Desktop/df_osx31_13/./dwarfort.exe
  Reason: image not found
/Users/.../Desktop/df_osx31_13/df: line 5: 15329 Trace/BPT trap          ./dwarfort.exe
logout

Anyone tried this one on MAC?
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ledgekindred

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Re: Dwarf Fortress 0.31.13 Released
« Reply #200 on: September 17, 2010, 09:21:15 am »

dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib

same thing here. Toady apparently used an independently built gcc rather than the one that is part of the Mac dev tools.  It's looking for libstc++ library from its install directory. otool shows it will look for:

/usr/local/lib/libstdc++.6.dylib
/usr/local/lib/libgcc_s.1.dylib

from the gcc build location.  Easily solvable by putting the dylibs in with the archive and adjusting the search path but I wonder why Toady used a custom-built gcc in the first place.
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I don't understand, though that is about right with anything DF related.
I just hope he dies the same death that all dwarfs deserve: liver disease.
The legend of Reg: http://www.bay12forums.com/smf/index.php?topic=65866.0
Atir Stigildegel, Legless Hero of Diamondrelic: http://www.bay12forums.com/smf/index.php?topic=83136.0

foop

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Re: Dwarf Fortress 0.31.13 Released
« Reply #201 on: September 17, 2010, 10:47:42 am »

same thing here. Toady apparently used an independently built gcc rather than the one that is part of the Mac dev tools.  It's looking for libstc++ library from its install directory.

It's definitely a different version from the one in the dev tools (or, at least, the last set of Leopard dev tools) because linking to those libs gives symbol mismatches.  Which I rather expected, but I tried linking anyway because I'm hopelessly optimistic.

"dyld: Symbol not found: __ZNSt8__detail12__prime_listE"
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Totaku

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Re: Dwarf Fortress 0.31.13 Released
« Reply #202 on: September 17, 2010, 11:28:28 am »

I got the same error on my mac as well. And I use a Intel OSX Tiger (10.4).

dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib
  Referenced from: /Users/.../Desktop/df_osx.0.31.13/./dwarfort.exe
  Reason: image not found
/Users/.../Desktop/df_osx.0.31.13/df: line 5:  2319 Trace/BPT trap          ./dwarfort.exe.

This looks like another one for the bug report list.

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Baughn

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Re: Dwarf Fortress 0.31.13 Released
« Reply #203 on: September 17, 2010, 12:53:47 pm »

Because the OS X version of GCC for Leopard is from the dark ages, and is not going to be further updated. I didn't consider that this would happen, though. It'll be fixed soon.

If you want to fix it sooner, you can run the following script, which will take care of things (slowly):
Spoiler (click to show/hide)
« Last Edit: September 17, 2010, 12:57:20 pm by Baughn »
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devek

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Re: Dwarf Fortress 0.31.13 Released
« Reply #204 on: September 17, 2010, 01:35:12 pm »

Would it be so hard to use clang instead of GCC?
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Baughn

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Re: Dwarf Fortress 0.31.13 Released
« Reply #205 on: September 17, 2010, 01:41:55 pm »

Clang doesn't support C++ well, and doesn't support C++1x at all.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

devek

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Re: Dwarf Fortress 0.31.13 Released
« Reply #206 on: September 17, 2010, 02:28:24 pm »

Without derailing the thread I should mention that Clang supports 4 NEW 1x features and MSVC10 supports 6 NEW 1x features. Of course, you can't ignore existing features when comparing total features.

Dwarf Foreman won't compile on MSVC because I use variable length arrays... an 11 year old feature? http://msdn.microsoft.com/en-us/library/zb1574zs.aspx lol

I will also bet you $100 that clang will have full 1x support before MSVC.
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"Why do people rebuild things that they know are going to be destroyed? Why do people cling to life when they know they can't live forever?"

Baughn

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Re: Dwarf Fortress 0.31.13 Released
« Reply #207 on: September 17, 2010, 02:33:29 pm »

That is not what http://clang.llvm.org/cxx_status.html suggests, but I suppose I can give it a try. Using clang would definitely be an interesting experiment.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

ledgekindred

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Re: Dwarf Fortress 0.31.13 Released
« Reply #208 on: September 17, 2010, 03:29:18 pm »

clang is getting a significant update with Xcode 4, especially in terms of c++ support, but unless you have an apple developer subscription you don't get access to it yet.  and I really can't speak at all to the relationship between what apple is shipping and what llvm has.  I'd still be _really really_ surprised if clang compiled DF, or any other even moderately complex c++ app that wasn't written from the start to build against clang, without significant issues. 

If it did, then I'd expect df to get a really nice performance boost because llvm has proved it has way better code generation/optimization than gcc outside of some really weird corner cases.  But I'm not gonna beg for clang compilation any time soon. 
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I don't understand, though that is about right with anything DF related.
I just hope he dies the same death that all dwarfs deserve: liver disease.
The legend of Reg: http://www.bay12forums.com/smf/index.php?topic=65866.0
Atir Stigildegel, Legless Hero of Diamondrelic: http://www.bay12forums.com/smf/index.php?topic=83136.0

Baughn

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Re: Dwarf Fortress 0.31.13 Released
« Reply #209 on: September 17, 2010, 03:31:21 pm »

It's worth a shot. I've successfully compiled libgraphics with clang on linux before, which should be somewhat representative of Toady's coding style.

Problem is, Toady doesn't have access to Xcode 4. He won't, either, unless someone buys him a copy of snow leopard. Which would seem silly if it turns out that that clang version does not in fact compile it. :P

Not that it matters. It's perfectly possible to build it yourself.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?
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