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Author Topic: [PRINT_MODE:SHADER]  (Read 89695 times)

lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #180 on: March 26, 2012, 08:47:45 am »

Status update.

  • unified material id - introduced, taking care of 100500 kinds of soap.
  • the dumper crash arclance experienced - fixed.
  • all map data from the dump uploaded as a single texture, once - done (hey, it's only about 110Mb for a 4x4 embark).
  • fakefloor support (floors drawn under trees, boulders, etc) - in debugging.
  • stenciled draw (like this) - foundation laid.
  • textured ramps drawn as fakefloor combined with something like this -  thought over and deemed feasible to implement.
  • oversized creature/item graphics (like this) - kept in mind, no major obstacles seen yet.

Problems:
  • Mysterious underground knocking and instances of hfs in shaders.
  • Hilarious differences in glsl compilers between mesa, fglrx and nvidiablob.
  • C++ insanity-inducing initialization.
  • numpy's fortranity, grrr
  • df::block_square_event_grassst::amount being something else.

Otherwise, it's moving on.

Vattic

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Re: [PRINT_MODE:SHADER]
« Reply #181 on: March 26, 2012, 01:53:10 pm »

Nice work! Glad to hear of progress.
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arclance

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Re: [PRINT_MODE:SHADER]
« Reply #182 on: March 26, 2012, 05:57:46 pm »

  • the dumper crash arclance experienced - fixed.
Both of them or just the first one?
You have not had me test anything after I posted the second backtrace so I don't know how you confirmed it is fixed?
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #183 on: March 27, 2012, 08:04:36 am »

  • the dumper crash arclance experienced - fixed.
Both of them or just the first one?
You have not had me test anything after I posted the second backtrace so I don't know how you confirmed it is fixed?

It was a manifestation of "c++ insanity-inducing initialization". Valgrind complains no more so I'm quite sure it's gone.

You can try it, I uploaded latest version here. Better redirect the output,  it may spew some megabytes of debugging output.

I  noticed I accidentally the offscreen renderer, so trying to export world map crashes it. Phew.


« Last Edit: March 27, 2012, 08:06:08 am by lxnt »
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Kamamura

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Re: [PRINT_MODE:SHADER]
« Reply #184 on: March 27, 2012, 08:21:34 am »

To anyone who tests - how large is the practical performance improvement? Does this alleviate the FPS death problem of many forts? Will it work with Phoebus tileset?
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The entire content consists of senseless murder, a pile of faceless naked women and zero regard for human life in general, all in the service of the protagonist's base impulses. It is clearly a cry for help from a neglected, self absorbed and disempowered juvenile badly in need of affectionate guidance. What a sad, sad display.

xordae

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Re: [PRINT_MODE:SHADER]
« Reply #185 on: March 27, 2012, 08:31:38 am »

I don't use this shader but I can already tell you that it will not prevent FPS death. Even with VBO grahics and ARB_SYNC enabled, you don't see much of a difference compared to 2D mode, and that's shoving as much onto the GPU as possible (on Windows). The game is just not that graphics intensive. It's all in pathfinding, temperature, active designations and so on..
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starvingpoet

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Re: [PRINT_MODE:SHADER]
« Reply #186 on: March 27, 2012, 08:37:20 am »

I think this is a wonderful project, simply being able to get past the tileset limitations will completely transform this game for me.
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #187 on: March 27, 2012, 10:58:20 am »

To anyone who tests - how large is the practical performance improvement?
From hardly noticeable to insignificant unless you have some real slow but recent hardware.

You see, DF currently has two threads - renderer and simulation (which is one that's CPU limited).
Processing goes like that:

simulation -
  • calculate game frame ( mainloop() function )
  • if FPS-capped, wait some time
  • pause if requested to pause.

renderer:
  • process input events
  • if GFPS-capped, wait until it's time to render next graphics frame;
  • pause simulation thread
  • submit input events to the simulation code
  • call game's render_things() function which prepares the tiles/interface to be shown
  • copy results
  • unpause simulation thread
  • actually draw stuff

The perfomance bottleneck is in the mainloop() function. Everything else eats much less CPU time.
In fact, if you've got dualcore or better cpu, the only thing you can do is minimize time that simulation thread is paused while the renderer fetches stuff to render. Which is small to begin with.

I did some optimizations in the print_shader so that there's no excess copying of data around while simulation is paused, and only absolutely required processing is done before handing off data to the gpu, so that cpu isn't held up much by rendering on single-core machines.

Beyond that there's isn't much that can be done to cut the time simulation is paused. Moving out the interface entirely (getting rid of render_things() call) might help, but this will be offset to some degree by inreased amount of data that the new interface would require to be copied out ( and this can't be done while simulation thread is running).

I thought about some clever dirty hacks with snapshotting  DF's data so that renderer can read it while simulation works on, but those are hacks, and linux-specific at that. And they won't give much speed-up anyway.

If the map data was contigously allocated AND there wasn't that much C++ glue between values and their meaning, then I'd gladly just upload needed parts of it directly to the GPU, spending almost no time on cpu (for that last little bit of speed), and it'd allow prototyping gpu-based pathfinding too which as I've heard is the culprit nowadays.

Does this alleviate the FPS death problem of many forts?
No. It gives you warm fuzzy feeling that you did as much as possible in this aspect.

Will it work with Phoebus tileset?
It was developed while using it.
« Last Edit: March 27, 2012, 11:01:40 am by lxnt »
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gimli

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Re: [PRINT_MODE:SHADER]
« Reply #188 on: March 27, 2012, 03:47:21 pm »

I think this is a wonderful project, simply being able to get past the tileset limitations will completely transform this game for me.

Yea, but we need Linux to run it.  :-\ However I read somewhere that you don't even have to install Linux, it runs from DVD too?..or something like that.
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Ergzay

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Re: [PRINT_MODE:SHADER]
« Reply #189 on: March 27, 2012, 05:08:03 pm »

I think this is a wonderful project, simply being able to get past the tileset limitations will completely transform this game for me.

Yea, but we need Linux to run it.  :-\ However I read somewhere that you don't even have to install Linux, it runs from DVD too?..or something like that.

Yes most major linux distro supply "Live CDs" that basically let you boot from the CD. It's becoming the common installation method of the Operating System actually, boot into the OS and then install the OS from within the OS. If you're interested try http://www.linuxmint.com/download.php
Even more so, many distributions let you install Linux alongside Windows very easily and even resize partitions for you. So if you wana have Linux installed, its really not that hard.
« Last Edit: March 27, 2012, 05:15:10 pm by Ergzay »
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arclance

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Re: [PRINT_MODE:SHADER]
« Reply #190 on: March 27, 2012, 08:42:31 pm »

I think this is a wonderful project, simply being able to get past the tileset limitations will completely transform this game for me.

Yea, but we need Linux to run it.  :-\ However I read somewhere that you don't even have to install Linux, it runs from DVD too?..or something like that.

Yes most major linux distro supply "Live CDs" that basically let you boot from the CD. It's becoming the common installation method of the Operating System actually, boot into the OS and then install the OS from within the OS. If you're interested try http://www.linuxmint.com/download.php
Even more so, many distributions let you install Linux alongside Windows very easily and even resize partitions for you. So if you wana have Linux installed, its really not that hard.
You almost certainly will need to install some dependencies of Dwarf Fortress for it to work so you would need to use a USB Boot Drive instead of a CD/DVD if you don't install the OS to a hard drive.
This way you can test/play Dwarf Fortress in a live session without installing anything to your hard drive.
I wrote a post about getting Dwarf Fortress working in linux that should help people get the dependencies set up before.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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arclance

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Re: [PRINT_MODE:SHADER]
« Reply #191 on: March 27, 2012, 10:25:05 pm »

  • the dumper crash arclance experienced - fixed.
Both of them or just the first one?
You have not had me test anything after I posted the second backtrace so I don't know how you confirmed it is fixed?

It was a manifestation of "c++ insanity-inducing initialization". Valgrind complains no more so I'm quite sure it's gone.

You can try it, I uploaded latest version here. Better redirect the output,  it may spew some megabytes of debugging output.

I  noticed I accidentally the offscreen renderer, so trying to export world map crashes it. Phew.
I tried it and it works until you press F12 and then it crashes. (CrunchBang 10 64bit BPO)
Code: [Select]
./df
/usr/share/themes/statler/gtk-2.0/gtkrc:86: error: unexpected identifier `border_shades', expected character `}'
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
Loading bindings from data/init/interface.txt
textures::load(): data/art/mouse.png 32x32
set_mode(): requesting vsync=0 and singlebuf=0.
set_mode(): SDL_GL_SWAP_CONTROL: 0
set_mode(): SDL_GL_ACCELERATED_VISUAL: 1
set_mode(): SDL_GL_DOUBLEBUFFER: 1
set_mode(): SDL_FULLSCREEN: 0
GLEW: 1.5.4
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 560 Ti/PCI/SSE2
OpenGL version: 4.1.0 NVIDIA 275.36
OpenGL GLSL version: 4.10 NVIDIA via Cg compiler
GL_MAX_VERTEX_ATTRIBS=16, needed=7
GL_MAX_VERTEX_UNIFORM_COMPONENTS=4096, needed=9
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS=2048, needed=11
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS=32, needed=0
GL_MAX_TEXTURE_IMAGE_UNITS=32, needed=3
GL_MAX_VARYING_FLOATS=60, needed=8
GL_MAX_TEXTURE_COORDS=8, needed=2
GL_POINT_SIZE_MIN=0, needed=4
GL_POINT_SIZE_MAX=63, needed=48
GL_ARB_sync: supported
makeansitex(): 2.
Embedded shader set 'rect'
Embedded shader set 'cbr_is_bold' x
Using embedded vertex shader code from 'cbr_is_bold'.
Using embedded fragment shader code from 'cbr_is_bold'.
GL_COMPILE_STATUS: true
GL_COMPILE_STATUS: true
GL_LINK_STATUS: true
GL_VALIDATE_STATUS: true
makeansitex(): 2.
gps_allocate(80, 25)
Resetting textures
texdumpst::init(): allocating 2048x288 (max 64x9 32x32 cells)
accepted font texture (name=1): 2048x288px oa
accepted txco texture (name=3): 64x9px oa
reshape(): got grid 0x0 window -1x-1 tile 20x20 texture_ready=1 stretch=0 snap=0
reshape(): final grid 96x50 window 1920x1000 viewport 1920x1000 Psz 20x20
gps_allocate(96, 50)
set_viewport(): got 1920x1000 out of 1920x1000
Frame drawn in 5 msec
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/dorfs.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/humans.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/goblins.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/elfs.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/koboldz.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_birds.png 100x120 5x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_domestic.png 440x120 22x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_large_mountain.png 100x120 5x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/animals.png 240x600 12x30 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/water.png 80x140 4x7 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/gibbon.png 80x180 4x9 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/beasts.png 120x80 6x4 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/mans.png 240x340 12x17 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/newbeasts.png 120x160 6x8 20x20
Resetting textures
texdumpst::init(): allocating 2048x2656 (max 64x83 32x32 cells)
accepted font texture (name=1): 2048x2656px oa
accepted txco texture (name=3): 64x83px oa
Frame drawn in 0 msec
Embedded shader set 'rect'
Embedded shader set 'cbr_is_bold' x
Using embedded vertex shader code from 'cbr_is_bold'.
Using embedded fragment shader code from 'cbr_is_bold'.
GL_COMPILE_STATUS: true
GL_COMPILE_STATUS: true
GL_LINK_STATUS: true
GL_VALIDATE_STATUS: true
makeansitex(): 2.
reshape(): got grid 96x50 window -1x-1 tile 20x20 texture_ready=1 stretch=0 snap=0
reshape(): final grid 96x50 window 1920x1000 viewport 1920x1000 Psz 20x20
set_viewport(): got 1920x1000 out of 1920x1000
Segmentation fault
But now when I try to get a backtrace it crashes at startup.
Code: [Select]
./dfbacktrace
GNU gdb (GDB) 7.3-debian
Copyright (C) 2011 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Linux_Data/Dwarf_Fortress/Test_Fortress/printmodeshader/current/df_linux/libs/Dwarf_Fortress...(no debugging symbols found)...done.
Starting program: /media/Linux_Data/Dwarf_Fortress/Test_Fortress/printmodeshader/current/df_linux/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
/usr/share/themes/statler/gtk-2.0/gtkrc:86: error: unexpected identifier `border_shades', expected character `}'
[New Thread 0xf4ac4b70 (LWP 9704)]
[New Thread 0xf42c3b70 (LWP 9705)]
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
Loading bindings from data/init/interface.txt
textures::load(): data/art/mouse.png 32x32
set_mode(): requesting vsync=0 and singlebuf=0.
set_mode(): SDL_GL_SWAP_CONTROL: 0
set_mode(): SDL_GL_ACCELERATED_VISUAL: 1
set_mode(): SDL_GL_DOUBLEBUFFER: 1
set_mode(): SDL_FULLSCREEN: 0
GLEW: 1.5.4
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 560 Ti/PCI/SSE2
OpenGL version: 4.1.0 NVIDIA 275.36
OpenGL GLSL version: 4.10 NVIDIA via Cg compiler
GL_MAX_VERTEX_ATTRIBS=16, needed=7
GL_MAX_VERTEX_UNIFORM_COMPONENTS=4096, needed=9
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS=2048, needed=11
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS=32, needed=0
GL_MAX_TEXTURE_IMAGE_UNITS=32, needed=3
GL_MAX_VARYING_FLOATS=60, needed=8
GL_MAX_TEXTURE_COORDS=8, needed=2
GL_POINT_SIZE_MIN=0, needed=4
GL_POINT_SIZE_MAX=63, needed=48
GL_ARB_sync: supported

Program received signal SIGSEGV, Segmentation fault.
0xf32cce21 in ?? ()
#0  0xf32cce21 in ?? ()
#1  0x0c244c8b in ?? ()
#2  0xfd70908b in ?? ()
#3  0x448b0004 in ?? ()
#4  0x808b0824 in ?? ()
#5  0x000000e0 in ?? ()
#6  0x04244c89 in ?? ()
#7  0x0c244489 in ?? ()
#8  0x1024448b in ?? ()
#9  0x08244489 in ?? ()
#10 0x00000c1c in ?? ()
#11 0x0b74c985 in ?? ()
---Type <return> to continue, or q <return> to quit---
#12 0x04538942 in ?? ()
#13 0x41ff42c6 in ?? ()
#14 0x4204538b in ?? ()
#15 0x5389f089 in ?? ()
#16 0xc6072404 in ?? ()
#17 0x0cc1ff42 in ?? ()
#18 0x04538be8 in ?? ()
#19 0x04538942 in ?? ()
#20 0x89ff4288 in ?? ()
#21 0x04438bfa in ?? ()
#22 0x04438940 in ?? ()
#23 0x8bff5088 in ?? ()
#24 0x8b10245c in ?? ()
#25 0x8b142474 in ?? ()
#26 0x8318247c in ?? ()
#27 0x90c31cc4 in ?? ()
#28 0x0026748d in ?? ()
#29 0xe8240489 in ?? ()
#30 0x006249c8 in ?? ()
#31 0xeb04538b in ?? ()
#32 0x906690a0 in ?? ()
#33 0x892cec83 in ?? ()
#34 0x89202474 in ?? ()
#35 0x24448bc6 in ?? ()
#36 0x247c893c in ?? ()
#37 0x8bd78924 in ?? ()
---Type <return> to continue, or q <return> to quit---
#38 0x89382454 in ?? ()
#39 0x8b28246c in ?? ()
#40 0x8934246c in ?? ()
#41 0x891c245c in ?? ()
#42 0x8b102444 in ?? ()
#43 0x89302444 in ?? ()
#44 0x89142454 in ?? ()
#45 0x8b182444 in ?? ()
#46 0x463b0446 in ?? ()
#47 0x41830f08 in ?? ()
#48 0x83000001 in ?? ()
#49 0x0c7f07ff in ?? ()
#50 0x18247c83 in ?? ()
#51 0x218e0f07 in ?? ()
#52 0x90000001 in ?? ()
#53 0x0c1c968b in ?? ()
#54 0xd2850000 in ?? ()
#55 0x0096850f in ?? ()
#56 0x83400000 in ?? ()
#57 0x468907e7 in ?? ()
#58 0xfd1c8d04 in ?? ()
#59 0x00000000 in ?? ()
(gdb)
(gdb)
(gdb) q
A debugging session is active.

Inferior 1 [process 9701] will be killed.

Quit anyway? (y or n) y

It also crashes at "GL_ARB_sync: supported" (same place as the 64bit backtrace) even without trying to get a backtrace on my 32bit computer (doesn't work at all). (Ubuntu 11.04 32bit).
Code: [Select]
./dfbacktrace
GNU gdb (Ubuntu/Linaro 7.2-1ubuntu11) 7.2
Copyright (C) 2010 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "i686-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Data_9/Programs/Transfer/df_linux/libs/Dwarf_Fortress...(no debugging symbols found)...done.
Starting program: /media/Data_9/Programs/Transfer/df_linux/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
[New Thread 0xb4192b70 (LWP 10683)]
[New Thread 0xb3991b70 (LWP 10684)]
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
Loading bindings from data/init/interface.txt
textures::load(): data/art/mouse.png 32x32
set_mode(): requesting vsync=0 and singlebuf=0.
set_mode(): SDL_GL_SWAP_CONTROL: 0
set_mode(): SDL_GL_ACCELERATED_VISUAL: 1
set_mode(): SDL_GL_DOUBLEBUFFER: 1
set_mode(): SDL_FULLSCREEN: 0
GLEW: 1.5.2
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce 8600 GTS/PCIe/SSE2
OpenGL version: 3.3.0 NVIDIA 295.33
OpenGL GLSL version: 3.30 NVIDIA via Cg compiler
GL_MAX_VERTEX_ATTRIBS=16, needed=7
GL_MAX_VERTEX_UNIFORM_COMPONENTS=4096, needed=9
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS=2048, needed=11
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS=32, needed=0
GL_MAX_TEXTURE_IMAGE_UNITS=32, needed=3
GL_MAX_VARYING_FLOATS=60, needed=8
GL_MAX_TEXTURE_COORDS=8, needed=2
GL_POINT_SIZE_MIN=0, needed=4
GL_POINT_SIZE_MAX=63, needed=48
GL_ARB_sync: supported

Program received signal SIGSEGV, Segmentation fault.
0xb2bd6de0 in ?? ()
#0  0xb2bd6de0 in ?? ()
#1  0x0c244c8b in ?? ()
#2  0x0820908b in ?? ()
#3  0x24448bc6 in ?? ()
#4  0x247c893c in ?? ()
#5  0x8bd78924 in ?? ()
#6  0x89382454 in ?? ()
#7  0x8b28246c in ?? ()
#8  0x8934246c in ?? ()
---Type <return> to continue, or q <return> to quit---
#9  0x891c245c in ?? ()
#10 0x8b102444 in ?? ()
#11 0x89302444 in ?? ()
#12 0x89142454 in ?? ()
#13 0x8b182444 in ?? ()
#14 0x463b0446 in ?? ()
#15 0x41830f08 in ?? ()
#16 0x83000001 in ?? ()
#17 0x0c7f07ff in ?? ()
#18 0x18247c83 in ?? ()
#19 0x218e0f07 in ?? ()
#20 0x90000001 in ?? ()
#21 0x0c1c968b in ?? ()
#22 0xd2850000 in ?? ()
#23 0x0096850f in ?? ()
#24 0x83400000 in ?? ()
#25 0x468907e7 in ?? ()
#26 0xfd1c8d04 in ?? ()
#27 0x00000000 in ?? ()
(gdb)
(gdb)
(gdb) q
A debugging session is active.

Inferior 1 [process 10649] will be killed.

Quit anyway? (y or n) y
Other rendering modes than SHADER still work on the 32bit computer.
Logged
I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
Sigtext

gimli

  • Bay Watcher
    • View Profile
Re: [PRINT_MODE:SHADER]
« Reply #192 on: March 28, 2012, 05:59:54 am »

I think this is a wonderful project, simply being able to get past the tileset limitations will completely transform this game for me.

Yea, but we need Linux to run it.  :-\ However I read somewhere that you don't even have to install Linux, it runs from DVD too?..or something like that.

Yes most major linux distro supply "Live CDs" that basically let you boot from the CD. It's becoming the common installation method of the Operating System actually, boot into the OS and then install the OS from within the OS. If you're interested try http://www.linuxmint.com/download.php
Even more so, many distributions let you install Linux alongside Windows very easily and even resize partitions for you. So if you wana have Linux installed, its really not that hard.
You almost certainly will need to install some dependencies of Dwarf Fortress for it to work so you would need to use a USB Boot Drive instead of a CD/DVD if you don't install the OS to a hard drive.
This way you can test/play Dwarf Fortress in a live session without installing anything to your hard drive.
I wrote a post about getting Dwarf Fortress working in linux that should help people get the dependencies set up before.

Nice! Thanks for the help guys!
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arclance

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Re: [PRINT_MODE:SHADER]
« Reply #193 on: March 28, 2012, 10:27:13 am »

I think this is a wonderful project, simply being able to get past the tileset limitations will completely transform this game for me.

Yea, but we need Linux to run it.  :-\ However I read somewhere that you don't even have to install Linux, it runs from DVD too?..or something like that.

Yes most major linux distro supply "Live CDs" that basically let you boot from the CD. It's becoming the common installation method of the Operating System actually, boot into the OS and then install the OS from within the OS. If you're interested try http://www.linuxmint.com/download.php
Even more so, many distributions let you install Linux alongside Windows very easily and even resize partitions for you. So if you wana have Linux installed, its really not that hard.
You almost certainly will need to install some dependencies of Dwarf Fortress for it to work so you would need to use a USB Boot Drive instead of a CD/DVD if you don't install the OS to a hard drive.
This way you can test/play Dwarf Fortress in a live session without installing anything to your hard drive.
I wrote a post about getting Dwarf Fortress working in linux that should help people get the dependencies set up before.

Nice! Thanks for the help guys!
It is a little more complicated if you are using a 64bit OS.
I found a good guide on setting up dwarf fortress to run in a 64 bit environment here.
In addition to the 32bit libs mentioned there you will need the 32bit libglew, 32bit opengl libs for your graphics driver, and 32bit gtk-2.0 libs to use SHADER mode from this mod.
I had to add
Code: [Select]
GTK_PATH="/usr/lib32/gtk-2.0"
to the launch script (./df) since the multilib stuff in Debian/Ubuntu to tell it where the 32bit gtk-2.0 is located.
« Last Edit: March 28, 2012, 10:29:28 am by arclance »
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #194 on: March 28, 2012, 12:25:38 pm »

I tried it and it works until you press F12 and then it crashes. (CrunchBang 10 64bit BPO)

 ...

But now when I try to get a backtrace it crashes at startup.

 ...

It also crashes at "GL_ARB_sync: supported" (same place as the 64bit backtrace) even without trying to get a backtrace on my 32bit computer (doesn't work at all). (Ubuntu 11.04 32bit).

 ...

Other rendering modes than SHADER still work on the 32bit computer.

Aw. What a wonderful progress I've made.

Will fix this after fakefloors are drawn.

« Last Edit: March 28, 2012, 12:27:16 pm by lxnt »
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