Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: Baughn on August 13, 2009, 02:24:30 pm

Title: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 13, 2009, 02:24:30 pm
As you may be aware, Dwarf Fortress' approach to OpenGL leaves something to be desired. To the point of my writing terrible hacks like DF Accelerator, even..

At any rate, Toady has decided to do something about that, and did it by releasing the relevant source code in the form of Battle Champs for others to fix.

This has been done: The code has been converted to use SDL by Bernard Helyer, the input code was rewritten by Veroule, and the OpenGL code has been rewritten by yours truly. It is almost complete. However, for Toady to accept the code into the next version of DF, your assistance is needed: It must be tested. This takes many dwarves.

Download links
Windows: http://www.bay12games.com/dwarves/df_28_181_40d16_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d16_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d16_osx.tar.bz2
For linux users, the following link contains a tarball with the newest fixes, which will be officially released in 40d17. It must be unpacked on top of the 40d16 tarball.
Linux 40d16 HEAD: http://brage.info/~svein/df-40d16-head.tar.bz2

For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.

Please download it, run it, and test with all the different tilesets and grid sizes your hearts desire. Graphics sets, too.

New features in 40d16 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly.
- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once)
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
* Input bindings are divided into sections
- Lots of bugfixes and performance improvements.
Upcoming features in 40d16 or 40d15 HEAD

Bug-tracker
There should be a list of known bugs at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.

Tips and tricks
- Make sure you test all the combinations for buffers/partial printing that Toady suggests in init.txt.
- If you're having problems on windows, if possible, try running it on linux; this will provide information on whether it's hardware-dependent or software.

Source code
For the perennially curious, or programmers, the source code (that is still under active development) can be found at git://github.com/Baughn/Dwarf-Fortress--libgraphics-.git. It uses the git version-control system, and can also be seen in a browser at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/tree/master.

Compiling this code gives a functional DF, but it can only be compiled on Linux.
Title: Re: 40d14 thread-in-waiting. Yes, links are broken.
Post by: Toady One on August 15, 2009, 03:52:37 pm
Okay, 40d14 is up now and the top 3 links up there work to download it.

I see I forgot to do the libtiff thing for linux.
Title: Re: 40d14 thread-in-waiting. Yes, links are broken.
Post by: KaelGotDwarves on August 15, 2009, 03:56:35 pm
New features in 40d14 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly.

- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once)
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
* Input bindings are divided into sections
- Lots of bugfixes and performance improvements.
HOLY CRAP  :o THIS IS AWESOME
Title: Re: 40d14 thread-in-waiting. Yes, links are broken.
Post by: Duke 2.0 on August 15, 2009, 04:43:25 pm
New features in 40d14 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly.

- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once)
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros

* Input bindings are divided into sections
- Lots of bugfixes and performance improvements.
HOLY CRAP  :o THIS IS AWESOME
I have fixed the quote to reflect the proper things to worry about.

 I actually need to look into this and see how it works. Downloading.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 15, 2009, 04:48:46 pm
weren't all those features in 13? A little over excited maybe?

ALSO. for some reason WorldGen isn't repainting while it's going through the ages. I have to hit enter to pause it to see how things currently are.

windowed mode
XP pro SP3 x86.

Also. It seems the title screen isn't centered any more.
[GRID:80:40]
Works in d13  :-[
Title: Re: FotF: Dwarf Fortress 40d14
Post by: SirPenguin on August 15, 2009, 04:51:54 pm
When genning a world I cannot see anything that happens on the bottom half of the screen, where the "Age" of Hist Figs and such happens. It's just black. It's WORKING, as if I abort it I can suddenly see the screen, but I have to wait for it to finish before anything happens.

Also, perhaps most frustrating of all, the alt tab bug is still present. I thought this was fixed in 12 or 13?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 15, 2009, 04:52:35 pm
Qjet: Yes, but now it's actually playable. :P

And that's.. hm, how come it happens for some people and not me? It's very odd, that's for sure.

Does the window also fail to update if you set FPS to something crazy (1000, say) in fortress mode, while it's unpaused?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Duke 2.0 on August 15, 2009, 04:58:12 pm
 Indeed, there is a large chance of the game choking during world-gen here I didn't notice in the developmental version. Seems to do this after forming lakes happens. The FPS stays around 110 for me. Then it saves the historical figures and such and the FPS seems to randomize four digits.

  Seems the site search also chokes the screen refresh.

 Edit: Oh yes, Visualize is broken. Lets see what else is.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Davion on August 15, 2009, 05:02:31 pm
ALSO. for some reason WorldGen isn't repainting while it's going through the ages. I have to hit enter to pause it to see how things currently are.

Getting the same thing. Windowed mode with PRINT_MODE:STANDARD.

Windowed mode updates fine in Fortress Mode with the FPS set to something crazy (I used 100,000 just now I think), everything is moving around. For whatever reason the World Generation doesn't want to update once it starts generating all the sites and history.

When loading up the 200+ dwarf fortress Reinhammers (http://dffd.wimbli.com/file.php?id=920), which I usually load up to test FPS, it doesn't update either unless you pause the game; don't know if this is because it is a save game from an older version or what, but it worked on other 'd' versions.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 15, 2009, 05:03:25 pm
visualize was broken in 13 as well  ;)

Find location also doesn't update.

fortress seems to work as expected though. HURRAY NO MORE MESSED UP HOTKEYS!

edit: tried reinhammers and yah, it stops drawing for me on that fortress. That sweet, sweet fortress.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 15, 2009, 05:06:27 pm
Getting the same thing. Windowed mode with PRINT_MODE:STANDARD.

Windowed mode updates fine in Fortress Mode with the FPS set to something crazy (I used 100,000 just now I think), everything is moving around. For whatever reason the World Generation doesn't want to update once it starts generating all the sites and history.

When loading up the 200+ dwarf fortress Reinhammers (http://dffd.wimbli.com/file.php?id=920), which I usually load up to test FPS, it doesn't update either unless you pause the game; don't know if this is because it is a save game from an older version or what, but it worked on other 'd' versions.
No, it has to be some timer issues. I thought I'd solved those, I really did.. I wonder what's wrong now.

Well, thanks for Reinhammers. It should prove useful in diagnosing this.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: 3 on August 15, 2009, 05:18:03 pm
Had to make some changes to partial print because it kept flickering on the menus; did it in worldgen as well but functionally, it's fine so far.
Testing some of the other settings now... there doesn't seem to be a tile-size parameter in the init any more, is this deliberate?

Edit: Switched to standard buffer and everything seems to be fixed. Performance is marginally better, but it'd be even faster if partial print was working correctly. I'll see if I can get it to work...
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 15, 2009, 05:21:03 pm
there doesn't seem to be a tile-size parameter in the init any more, is this deliberate?
Maybe it finally occurred to someone that it was an unnecessary question to ask?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: 3 on August 15, 2009, 05:23:38 pm
I like my windowed tiles square.
Pff, I'll just deal with it.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 15, 2009, 05:29:07 pm
wut? So use a tileset with square tiles. the game doesn't need you to specify tile size. It can easily be worked out by the image size of the tileset.
(http://img197.imageshack.us/img197/333/dfsquared14.th.png) (http://img197.imageshack.us/i/dfsquared14.png/)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 15, 2009, 05:36:21 pm
Qjet, by any chance, have you altered the thread/process priority settings of DF?

It occurs to me that the way the timer currently ticks requires the OS to regularly schedule a timer thread, which might be getting mess up if you're altering the priority. I should look into upping the priority of that timer thread, too.

And, of course, Linux' process scheduler is sufficiently much smarter that it never happens there.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Thursday Postal on August 15, 2009, 05:40:38 pm
Worldgen and site finding both look frozen when woking, but periodically update/display when finished. It just looks like the game quit on you.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 15, 2009, 05:48:07 pm
Qjet, by any chance, have you altered the thread/process priority settings of DF?

It occurs to me that the way the timer currently ticks requires the OS to regularly schedule a timer thread, which might be getting mess up if you're altering the priority. I should look into upping the priority of that timer thread, too.

And, of course, Linux' process scheduler is sufficiently much smarter that it never happens there.
DF at normal priority. However my computer is not quick. Laptop with heating issues.

Err. the only thing i could possibly think is mucking around with the priorities is the tablet app, which is running at high priority.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 15, 2009, 06:16:31 pm
Has anyone noticed this strange freezing problem on vista or w7?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: SirPenguin on August 15, 2009, 06:19:07 pm
Yes, the freezing happens to me, and I'm on 7.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 15, 2009, 06:21:41 pm
Is the squad update in d14? If so Im going to test it out
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 15, 2009, 06:22:55 pm
It's not.

Also, I've figured out the freezing thing. Annoying little bugger.

I doubt Toady would go for a d15 right away, and anyhow I'll need to make sure it's squashed for good, but for now you can deal with it by setting FPS lower than the framerate you could actually get. Yes, I know that's not ideal.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: SirPenguin on August 15, 2009, 06:42:46 pm
Hmm, what do you mean? My FPS cap is set at 80 (despite jumping to 200 during world gen...) and I still get the problem.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 15, 2009, 07:49:26 pm
Is this a recent bug? I died in adventure mode, When i got to part of the interface that says "you are deceased *press escape* to exit" with the flashing text. I could not press anything, nothing responded. Had to force quit DF. Which sucks cause there is no save.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 15, 2009, 07:52:21 pm
Hmm, what do you mean? My FPS cap is set at 80 (despite jumping to 200 during world gen...) and I still get the problem.
Don't worry about it.. I think I've figured out the problem.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: h3lblad3 on August 15, 2009, 08:11:15 pm
Is this a recent bug? I died in adventure mode, When i got to part of the interface that says "you are deceased *press escape* to exit" with the flashing text. I could not press anything, nothing responded. Had to force quit DF. Which sucks cause there is no save.
I hit it repeatedly and eventually it worked.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: goffrie on August 15, 2009, 08:29:20 pm
Bug: On Linux, if you have WINDOWED set to anything other than PROMPT, and your tileset is set to a nonexistent file, instead of showing the dialog telling you that, it segfaults.

When WINDOWED is set to PROMPT, the dialog shows up properly.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Taritus on August 15, 2009, 08:57:14 pm
So, it seems to work pretty well.  There is one odd bug I've just noticed however, which is if you highlight text in some manner, such at clicking the address bar on your browser and then return to your instance of dwarfort, the dwarfort window is blacked out.
Spoiler: init.txt (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 15, 2009, 09:10:31 pm
I've cracked the screen-not-updating bug, and sent a patch off to toady.

I don't know when or if he'll release an update incorporating it, but the patch is off. Meanwhile, those of you lucky enough to be using linux can download an update; see the first post.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Richard on August 15, 2009, 09:26:37 pm
nice work, things looks a lot better with autodetect grid size, although I need to reduce screen res to get grid sizing I'm more comfortable with.

I'm using Vista and get the freeze up on World gen and site finder.  It just seems like it's freezing but it looks like it's just the screen not updating so it's no big problem.  Actual dwarf fort runs like normal.  Haven't stress tested it yet so can't really comment on FPS improvements yet.

/good job!!
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mephansteras on August 15, 2009, 10:45:13 pm
Like 13d, I don't like the options it gives me on my laptop. I can't seem to make it take up the whole screen. I just get a squashed looking version of the game taking up the first half or so of my screen. I really prefer the basic 40d ability to have it truly go full screen.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 15, 2009, 11:38:19 pm
same here richard, someone provided a save for reinhammers. Try stress testing. Also download reinhammers, just to download reinhammers.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: QuinRiva on August 16, 2009, 12:14:59 am
I'm still unable to get the Windows version of the game to run on any of my systems.

On my Windows XP systems (SP3) on both my main computer and my tablet, DwarfFort.exe uses 100% CPU (of a single core) and just does nothing.

On Windows 7 (64bit) on my main computer it crashes with an OpenGL error telling me to update my drivers (I have the most current drivers).

Note that this has been a consistent problem with all 40dx releases.  I had no trouble with 40d.

40dx releases have all worked fine under my Ubuntu system (main computer).
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Andir on August 16, 2009, 12:20:09 am
Just Subscribing...
Title: Re: FotF: Dwarf Fortress 40d14
Post by: dorf on August 16, 2009, 03:22:30 am
Using vanilla init.txts, 40d14_win on WinXP SP3, wins speed-wise.
Using PARTIAL(_PRINT):0 setting, it's about the same speed-wise but less stable on 40d14. :2 seems to be stabler.
Any other setting is unplayable.

Even though I've capped FPS at 100, it's showing 109, when paused./me admired a fine autogrid feature lately.
I'm having the same problems with the visualizer and world gen here.
As well, as with the alt+tab/fullscreen bug, but I can ungarble the screen if I go to window mode, fullscreen and then back to window mode.
Input works for my qwertz keyboard!
I'm experiencing the same problems with that reinhammer save, but it works fine with my smaller fortress'. There is not much speed improvement here, between 40d and 4014 (using PARTIAL), though.
If I'm in fullscreen and alt+tab out, and then back in, the screen will flicker. Actually, it happens when I press F11, as well.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: florent28 on August 16, 2009, 04:09:16 am
Hello,

First of all, nice to see there's a linux version, congratulations. It works well, but I have a little problem I didn't have at first. I don't know when it started, but I noticed it after the second migration wave (30 dwarves now in my fortress).

When I want to check the thoughts of a dwarf, clicking on Enter, the game crashes. Here's the log, not sure if it can help:
Quote
*** buffer overflow detected ***: ./dwarfort.exe terminated
======= Backtrace: =========
/lib/i686/libc.so.6(__chk_fail+0x41)[0xb6f3fdf1]
/lib/i686/libc.so.6(__strcpy_chk+0x49)[0xb6f3f269]
./dwarfort.exe[0x8499ff9]
======= Memory map: ========
08048000-0877f000 r-xp 00000000 08:07 19300470   /home/florent28/Jeux/df_linux14
/dwarfort.exe
0877f000-08780000 r-xp 00736000 08:07 19300470   /home/florent28/Jeux/df_linux14
/dwarfort.exe
08780000-08781000 rwxp 00737000 08:07 19300470   /home/florent28/Jeux/df_linux14
/dwarfort.exe
08781000-0ea74000 rwxp 08781000 00:00 0          [heap]
b25e7000-b26e8000 rwxp b25e7000 00:00 0
b2769000-b2bb4000 rwxp b2769000 00:00 0
b2bb4000-b2bb5000 rwxs 00000000 00:08 44662799   /SYSV00000000 (deleted)
b2bb5000-b2bb6000 rwxs 00000000 00:08 44630030   /SYSV00000000 (deleted)
b2bb6000-b2cb6000 rwxs 33866000 00:0e 2449       /dev/nvidia0
b2cb6000-b2df8000 rwxs 33ef0000 00:0e 2449       /dev/nvidia0
b2df8000-b2e5d000 rwxp b2df8000 00:00 0
b2e5d000-b2eb8000 rwxp 00000000 00:0e 3662       /dev/zero
b2eb8000-b2ed6000 rwxs 00000000 00:08 0          /SYSV00000000 (deleted)
b2ed6000-b2fb1000 r-xp 00000000 08:05 1720902    /usr/lib/libasound.so.2.0.0
b2fb1000-b2fb6000 rwxp 000da000 08:05 1720902    /usr/lib/libasound.so.2.0.0
b2fc8000-b2fcc000 rwxs 3385f000 00:0e 2449       /dev/nvidia0
b2fcc000-b2fcd000 rwxs d0725000 00:0e 2449       /dev/nvidia0
b2fcd000-b3012000 rwxp b2fcd000 00:00 0
b3012000-b3072000 rwxs 00000000 00:08 44531725   /SYSV00000000 (deleted)
b3072000-b30cc000 r-xp 00000000 08:05 1561775    /usr/share/fonts/drakfont/ttf/a
rial.ttf
b30cc000-b30ce000 r-xp 00000000 08:05 1902543    /usr/lib/pango/1.6.0/modules/pa
ngo-basic-fc.so
b30ce000-b30cf000 rwxp 00001000 08:05 1902543    /usr/lib/pango/1.6.0/modules/pa
ngo-basic-fc.so
b30cf000-b30d5000 r-xs 00000000 08:05 2015244    /var/cache/fontconfig/20b58f14c
9b581391d79ea335a81488a-x86.cache-2
b30d5000-b30d7000 r-xs 00000000 08:05 2015258    /var/cache/fontconfig/e68456159
47634e89d319e77806483ba-x86.cache-2
b30d7000-b30dd000 r-xs 00000000 08:05 2015255    /var/cache/fontconfig/d4b6e1db2
c46a3b281c413657cd2bc49-x86.cache-2
b30dd000-b30f7000 r-xs 00000000 08:05 2016270    /var/cache/fontconfig/626a59d83
87f19407d6cd3b52ff5fe89-x86.cache-2
b30f7000-b3103000 r-xs 00000000 08:05 2015924    /var/cache/fontconfig/c60f852a0
cb2d1fb4a0983150b677c72-x86.cache-2
b3103000-b3105000 r-xs 00000000 08:05 2015251    /var/cache/fontconfig/87f5e0511
80a7a75f16eb6fe7dbd3749-x86.cache-2
b3105000-b310b000 r-xs 00000000 08:05 2015254    /var/cache/fontconfig/b79f3aaa7
d385a141ab53ec885cc22a8-x86.cache-2
b310b000-b310e000 r-xs 00000000 08:05 2015249    /var/cache/fontconfig/5d999c1bb
e32f61af008974facb58b71-x86.cache-2
b310e000-b3114000 r-xs 00000000 08:05 2015250    /var/cache/fontconfig/79aeb4e90
a401e55ec91db207072ba77-x86.cache-2
b3114000-b3122000 r-xs 00000000 08:05 2015252    /var/cache/fontconfig/8d4af6639
93b81a124ee82e610bb31f9-x86.cache-2
b3122000-b3124000 r-xs 00000000 08:05 2016133    /var/cache/fontconfig/f6b893a72
24233d96cb72fd88691c0b4-x86.cache-2
b3124000-b316a000 r-xs 00000000 08:05 2016002    /var/cache/fontconfig/17090aa38
d5c6f09fb8c5c354938f1d7-x86.cache-2
b316a000-b316b000 r-xs 00000000 08:05 2016263    /var/cache/fontconfig/ff240f9f3
22423952afb0acdf5235e2a-x86.cache-2
b316b000-b3848000 r-xp 00000000 08:05 1577341    /usr/share/icons/gnome/icon-the
me.cache
b3848000-b5467000 r-xp 00000000 08:05 1561594    /usr/share/icons/crystalsvg/ico
n-theme.cache
b5467000-b5471000 r-xp 00000000 08:05 1622769    /usr/share/locale/fr/LC_MESSAGE
S/glib20.mo
b5471000-b547a000 r-xp 00000000 08:05 1034847    /lib/libnss_files-2.6.1.so
b547a000-b547c000 rwxp 00008000 08:05 1034847    /lib/libnss_files-2.6.1.so
b547c000-b547d000 rwxs 3385e000 00:0e 2449       /dev/nvidia0
b547d000-b547e000 rwxs 3385d000 00:0e 2449       /dev/nvidia0
b547e000-b547f000 rwxs fdc06000 00:0e 2449       /dev/nvidia0
b547f000-b5480000 rwxs fd641000 00:0e 2449       /dev/nvidia0
b5480000-b5481000 rwxs 36d48000 00:0e 2449       /dev/nvidia0
b5481000-b5492000 r-xp 00000000 08:05 1771347    /usr/lib/gtk-2.0/2.10.0/engines
/libia_ora.so
b5492000-b5493000 rwxp 00010000 08:05 1771347    /usr/lib/gtk-2.0/2.10.0/engines/libia_ora.so
b5493000-b5494000 ---p b5493000 00:00 0
b5494000-b5c94000 rwxp b5494000 00:00 0
b5c94000-b5cb2000 r-xp 00000000 08:05 1622713    /usr/share/locale/fr/LC_MESSAGES/libc.mo
b5cb2000-b5cb3000 r-xp 00000000 08:05 1769968    /usr/lib/gconv/ISO8859-1.so
b5cb3000-b5cb5000 rwxp 00000000 08:05 1769968    /usr/lib/gconv/ISO8859-1.so
b5cb5000-b5cda000 r-xp 00000000 08:05 1623099    /usr/share/locale/fr/LC_MESSAGES/gtk20-properties.mo
b5cda000-b5ceb000 r-xp 00000000 08:05 1625304    /usr/share/locale/fr/LC_MESSAGES/gtk20.mo
b5ceb000-b5d2a000 r-xp 00000000 08:05 1607287    /usr/share/locale/UTF-8/LC_CTYPE
b5d2a000-b5e0e000 r-xp 00000000 08:05 1609321    /usr/share/locale/UTF-8/LC_COLLATE
b5e0e000-b5e6c000 rwxp b5e0e000 00:00 0
b5e6c000-b5e71000 r-xp 00000000 08:05 1720815    /usr/lib/libXxf86dga.so.1.0.0
b5e71000-b5e72000 rwxp 00004000 08:05 1720815    /usr/lib/libXxf86dga.so.1.0.0
b5e72000-b5eb7000 r-xp 00000000 08:05 1034783    /lib/libncurses.so.5.6
b5eb7000-b5eba000 rwxp 00044000 08:05 1034783    /lib/libncurses.so.5.6
b5eba000-b5f65000 r-xp 00000000 08:05 1721984    /usr/lib/lib./df: line 12:  990   
4 Abandon                 ./dwarfort.exe $*

For information, it started on 40d13, but with 40d14, the problem is the same.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Eidalac on August 16, 2009, 04:54:26 am
So far, FPS seems about the same as d13, but I noticed that when moving around the map it'll lag sometimes, which I have never had happen before.

However, I've been playing in full screen to deal with the black-screen issue, which I haven't done much before, so that could be part of it.  I'll try and play with some init settings this afternoon to see if something in there has an effect.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 16, 2009, 07:15:05 am
Like 13d, I don't like the options it gives me on my laptop. I can't seem to make it take up the whole screen. I just get a squashed looking version of the game taking up the first half or so of my screen. I really prefer the basic 40d ability to have it truly go full screen.
What's your screen resolution?
What font/tileset are you using?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: jaked122 on August 16, 2009, 08:35:57 am
toady I beg of you, patch it!! and re-upload the file.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Andir on August 16, 2009, 09:20:38 am
Also, the "news" links at the top of the forum still point to the d13 thread.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 16, 2009, 10:20:59 am
Reverting back to d13 until SOMEBODY puts the patch up, PLEASE!
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Warlord255 on August 16, 2009, 10:28:28 am
Worldgen and site finding both look frozen when woking, but periodically update/display when finished. It just looks like the game quit on you.

This has been happening to me as well.

Disregarding that, however, HOLY DEAR GOODNESS THE RESIZING. It's like Christmas all over again.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: ikkonoishi on August 16, 2009, 10:43:50 am
Fun trick: Start recording, adjust the zoom a few times, and then play back the recording.

Might want to disable zooming while recording a video.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Murphy on August 16, 2009, 11:05:43 am
When I set G_FPS_CAP to 10 instead of 20, the freezing worldgen screen problem suddenly went away. The only other problem I'm experiencing is that at 20-30 fps controls become extremely unsmooth and laggy. So I'm forced to always pause the game before trying to scroll about.

EDIT: Running the game in windowed mode seemed to reduce the lag, but it's still annoying.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Grue on August 16, 2009, 11:13:40 am
Keyboard doesn't work. At all. This is broken.

Windows XP SP3 here.

EDIT: Nevermind me, forgot to copy over interface.txt
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 16, 2009, 11:45:37 am
When I set G_FPS_CAP to 10 instead of 20, the freezing worldgen screen problem suddenly went away. The only other problem I'm experiencing is that at 20-30 fps controls become extremely unsmooth and laggy. So I'm forced to always pause the game before trying to scroll about.

EDIT: Running the game in windowed mode seemed to reduce the lag, but it's still annoying.
Yes, I can see how that would happen.

The bug is fixed, anyhow. I suggest you try the linux version; d14 HEAD actually has the fix, while you might have to wait quite a while for d15 to get it on windows.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 16, 2009, 01:45:56 pm
Is the update now only fixed for Linux?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 16, 2009, 02:19:01 pm
Yes. The graphics code is only separated out on Linux, so there's no way for me to release an update for the other two platforms.

Let's just call it a geek bonus. :P
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 16, 2009, 02:28:48 pm
Damn, this makes me want to abandon Windows and join the geeks. Lucky, you guys got no viruses and you get easy updates...
Maybe I should put it on...
Aargh, Armok help me!!!
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Warlord255 on August 16, 2009, 02:33:57 pm
Alright, the zoom controls beyond the mousewheel are extremely aggravating and confusing. Can anyone help me out?

I'm using a 9x9 tileset and I can't do a manual zoom to a setting that will sync properly; I set TEXTURE_PARAM: NEAREST so I dont' get that irksome fluffy look but the tiles won't jive correctly at a closer setting. Also, what are the commands to have two settings?


Edit: I think I've figured out the problem; I can't get the window itself to be correctly sized when I alter it freehand.

I'd like to make a suggestion, then: Add a bit of code to make the window size snap to a number divisible by the tileset's size, or use blackspace as a buffer to adjust the play field accordingly.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 16, 2009, 02:40:19 pm
Yes. The graphics code is only separated out on Linux, so there's no way for me to release an update for the other two platforms.

Let's just call it a geek bonus. :P
You're making me choose between DF and dawn of war
sad panda.

Well technically toadyone is doing that.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The_Fool76 on August 16, 2009, 02:50:27 pm
This is with the d40d14-head version under Ubuntu

Resizing the window doesn't seem to be changing the number of cells on the x axis, resulting in some rather squashed looking dwarves.

The Y axis appears to be behaving just fine.  Mind you, I'd like to see it respect the BLACK_SPACE init value so my bearded psychopaths are square no matter the dimensions of the window, but that is hardly critical.

Also noticed two things when zooming in and out that I suspect are related.

How far I can zoom in for zoom mode 1 changes as I zoom in and out.
Zooming one step in and out does not result in the same level of zoom. 

My guess is that you have a rounding error someplace.  So when you zoom in and out you are not getting the same integer values. 
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 16, 2009, 03:00:01 pm
I should probably store the number of zoom steps requested, rather than the floating-point factor calculated from that.

As for tiles looking bad when using NEAREST filtering? Well. Yes, they would; with that filtering, they'd pretty much only look good when not zooming at all. You can turn zoom back off by pressing F12, by the way.

Or did I misunderstand anything?

And yes, the window will refuse to reduce the number of X cells below 80, since that's the minimum DF can live with. I've only got two options there; squash them, or add black space on the sides. Which would you prefer?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: nil on August 16, 2009, 03:13:01 pm
Two minor issues: 

- One, holding down shift to make the cursor move faster doesn't work on the number pad when number lock is on.  Not exactly a big deal but you were able to do so as recently as d11.

- Two, the keyboard shortcuts still aren't totally working.  In particular, I've used "shift +" and "shift -" forever, but even though it looks like you can set in the binding menu using "Add Scan Key," it doesn't actually work.

Otherwise I'm digging this zooming and I can't wait to try out some macros, good job.

edit: this is on windows vista
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The_Fool76 on August 16, 2009, 03:37:07 pm
Ah right the 80 width limit, forgot about that.   (as well as the vertical limit, whee really short dwarves!)

Personally, I'd like the aspect ratio of the tile set to be retained, so padding with black space would be my preferred solution. 

I think the ideal solution though would be to do the squashing if BLACK_SPACE is off and the padding if it is on as that would be consistent with how BLACK_SPACE affects things currently.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The_Fool76 on August 16, 2009, 04:38:55 pm
I've got some good news and some Fun news.

First off, let me say I love the potential of the macro system.  8)
I made a macro that lets me designate my entire housing district at a single push without having to use a third party app.

Secondly, I crashed it while adding a new command to a macro.  Below is the memory and stack dump.  It looks like it died inside a vector object while inserting a new command into the vector for the macro.   So far I haven't managed to duplicate it.  Does not initially appear to be related to either the number of macros or the number of commands in a macro.

Also, if they are not already in your plans there are three features that I would very much love to see. 

The ability to name the macro.
The ability to Delete(!) a macro.
The ability to alter the position of commands in the macro. 
(Had to delete half a macro because I missed a command.)

Spoiler: Core Dump (click to show/hide)

Edit: Crashed it again, same place.  Have not noticed a pattern yet but it seems to happen only after I've been mucking with the macro system for a bit. 

Edit #2: Just noticed that the scan keys I had saved for my macros did not cleanly load.  I was using shift+ctrl+#   Where # was 1-4 for the four macros I had saved.  The value showing for the key binding on load for all four macro's is Ctrl+None

Edit #3:Oooh Just looked at how the macro's were saved... To heck with editing them in the game!
Title: Re: FotF: Dwarf Fortress 40d14
Post by: HandOfCode on August 16, 2009, 08:26:05 pm
I'm having refresh issues in game.  I can pause and unpause to force a refresh, and the longer I wait between these manual refreshes the more stuff my dwarves do, so I know the game is in fact running in the background without refreshing.  Could this all be related?  (note: I tested in vanilla 40d and the game runs, albeit slowly as I have a brutal pathing bottle neck going on that's really making the game chug)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The13thRonin on August 16, 2009, 08:36:01 pm
I've encountered a problem... I seem to not be able to see the world gen itself. The screen locks but behind the sceens it countinues to gen the world until finished.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: brainfire on August 16, 2009, 09:19:39 pm
A few minor things in OSX:

*Backspace is bound to "backspace", rather than "delete", which is what that key is really called on OSX, apparently (or so it called it when I rebound it).
*Resizing the window appears to move it to the monitor that has my menu bar.

I don't appear to be having the problem with screen refreshes during woldgen- it displays just fine. (edit: oh but reinhammers is definitely doing it)

This is with the stock init, no changes whatsoever.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The13thRonin on August 16, 2009, 09:24:09 pm
Any time Dwarf Fortress should update it's visual refresh such as with site finder I am not seeing any change unless I re-size or minimize the window? Like the window will appear to have locked up right before getting into the part where the ages tick by 1, 2, 3... 300 in worldgen. And if I F11 I'll see a snapshot of where I'm up to but I lose the dynamic frame-by-frame of worldgen and site-finder.

I wasn't having this problem with prior versions and it is a deal-breaking issue for me. I will be reverting back to v13.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Jeff Carr on August 16, 2009, 09:39:47 pm
This is gorgeous.  This is the first time I've been able to run a tileset under linux..  It slows down my computer, if you can call it a computer, but it works!
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The13thRonin on August 16, 2009, 09:47:53 pm
Will you be able to fix the bug under v15 or is it only possible to fix under Linux? Your last post left me confused.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Veroule on August 16, 2009, 10:42:27 pm
Secondly, I crashed it while adding a new command to a macro.  Below is the memory and stack dump.  It looks like it died inside a vector object while inserting a new command into the vector for the macro.   So far I haven't managed to duplicate it.  Does not initially appear to be related to either the number of macros or the number of commands in a macro.

...

Edit: Crashed it again, same place.  Have not noticed a pattern yet but it seems to happen only after I've been mucking with the macro system for a bit. 
Sadly I can't tell anything from that crash dump.  I do have one guess and will see if I can find anyway to make it crash.

Quote
Also, if they are not already in your plans there are three features that I would very much love to see. 

The ability to name the macro.
The ability to Delete(!) a macro.
The ability to alter the position of commands in the macro. 
(Had to delete half a macro because I missed a command.)
They are all in the plans.  Currently you can do all 3 by editting the interface.txt.  The naming is an optional field on both macros and key bindings.  For example [BIND:SELECT:Do the highlighted thing]

Also I would suggest that if you have large complex macros you take advantage of macros being able to run macros, and split the large macro apart.

Quote
Edit #2: Just noticed that the scan keys I had saved for my macros did not cleanly load.  I was using shift+ctrl+#   Where # was 1-4 for the four macros I had saved.  The value showing for the key binding on load for all four macro's is Ctrl+None
I will look into this.

Two minor issues: 

- One, holding down shift to make the cursor move faster doesn't work on the number pad when number lock is on.  Not exactly a big deal but you were able to do so as recently as d11.
I can't change that for the default interface settings.  It is an OS level thing to convert the Shift+Numpad# sequences to a number character.  The default interface.txt binds the number characters to support laptops and other systems without a number pad.  If you remove the bindings that say '1', '2', '3', etc. Then the 'Numpad #' bindings will get full control in both Numlock states, and they will detect the usage of shift without OS interference.

Quote
- Two, the keyboard shortcuts still aren't totally working.  In particular, I've used "shift +" and "shift -" forever, but even though it looks like you can set in the binding menu using "Add Scan Key," it doesn't actually work.
I think you will have to be more specific about what you think is wrong.  I somewhat baffled as to your meaning.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Shardok on August 17, 2009, 12:16:13 am
When using the finder tool it freezes up graphically, but still continues searching. I found that it was continuing to search by pressing esc then returning to game to see that it had actually searched through 32/129.

I did not however get this on worldgen. Using XP.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The_Fool76 on August 17, 2009, 12:29:22 am
Quote
Also I would suggest that if you have large complex macros you take advantage of macros being able to run macros, and split the large macro apart.

Heh I'm already doing that quite a bit, I only lost a few lines and now I'm just editing the file straight.

Speaking of macro's calling other macros...
As a test, I had two macro's that did nothing but call each other, this led to Fun.  I had to manually kill the process before it ate all my memory.   Dunno if my CPU was just too busy to notice me hitting the macro escape key in DF or if that particular loop was too tightly wound (as in inside the check for the keypress).  Also might be a good idea to put in an init var that lets you cap the nesting depth for macro calls.  Odds are if the macro has gone past a few hundred levels of nesting, it is a runaway.

Ps. Thanks for the note about the names, made my macro's a lot easier to read when looking at them in DF. :)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Slackratchet on August 17, 2009, 12:42:00 am
I've just gotten d14 and imported a somewhat mature fortress. Everything runs great until I unpause it, the game doesn't move at all. Re-pausing it makes everything work fine again. I am running it under Vista.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Lord Nightmare on August 17, 2009, 01:14:08 am
Slackratchet: known bug, already (probably) fixed by Baughn but not released yet except on the linux version (this is only possible because the linux version uses an external library for display, which baughn has the source code to, while the windows one has the library statically linked into the executable file; only toady has the main executable file source code for windows and linux and mac, hence baughn can't make a fixed release without toady for windows or mac, and he can only fix display related problems on linux). wait for d15 release probably later today.

LN
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 17, 2009, 01:27:42 am
Baughn. I demand you learn assembly  :P
Title: Re: FotF: Dwarf Fortress 40d14
Post by: SoggyDog on August 17, 2009, 01:28:18 am
In the grand scheme of things, this is rather inconsequential, but why are later versions (like 40d14) compiled without icons?

40d
(http://www.SoggyDog.net/Dwarf/40d.png)

40d14
(http://www.SoggyDog.net/Dwarf/40d14.png)

[edit] Scratch that;  I think Lord Nightmare's response to Slackratchet clears it up for me.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Lord Nightmare on August 17, 2009, 01:40:50 am
The icon issue might be because SDL is now being used for display, mouse and keyboard stuff (this is the part that baughn has the source code of)

LN
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 17, 2009, 05:26:54 am
Will you be able to fix the bug under v15 or is it only possible to fix under Linux? Your last post left me confused.
It'll be fixed in d15, of course.

But if you're on Linux, you can get the fix now.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Caz on August 17, 2009, 07:08:34 am
Seems to work fine for me on Vista.

I played about with resizing the window for 5 minutes. Wheeeeee~
Title: Re: FotF: Dwarf Fortress 40d14
Post by: 3 on August 17, 2009, 07:23:22 am
Any time Dwarf Fortress should update it's visual refresh such as with site finder I am not seeing any change unless I re-size or minimize the window? Like the window will appear to have locked up right before getting into the part where the ages tick by 1, 2, 3... 300 in worldgen. And if I F11 I'll see a snapshot of where I'm up to but I lose the dynamic frame-by-frame of worldgen and site-finder.

I wasn't having this problem with prior versions and it is a deal-breaking issue for me. I will be reverting back to v13.

If you're using PARTIAL in PRINT_MODE, set it to a higher number or change it back to STANDARD... might help.

Edit: Corrected terminology
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 17, 2009, 07:35:19 am
Does DF work on Fedora Core, or should I get another Linux system? Which one is the best for DF?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: snooptodd on August 17, 2009, 07:47:19 am
wubi works great. it is Ubuntu and installs in windows. no need to have a separate disk/partition.

http://wubi-installer.org/

you still need to reboot tho. :)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 17, 2009, 08:12:22 am
wubi works great. it is Ubuntu and installs in windows. no need to have a separate disk/partition.

http://wubi-installer.org/

you still need to reboot tho. :)

Thanx, Ill give it a try. Just need to backup everything first.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: spokehedz on August 17, 2009, 08:50:00 am
No issues on Vista or Win7 (with the exception of the already-known 'freeze-on-high-load' bug.) here.

LOVE the zoom/scrolling. Now, if we could only get the remote-dorf code into the mainline so that I can run DF on my computer at home and hamachi into it from work... Which works just fine in D13. :P
Title: Re: FotF: Dwarf Fortress 40d14
Post by: tiresius on August 17, 2009, 09:00:00 am
I like the new zoom feature, it's fancy shmancy in the pantsy.

However, I am missing the nice crisp un-stretched graphics I would get with the 800x600 window size with the 800x600 curses font.  With a GRIDX=80  GRIDY=25  (I think) the graphics were nice and big and clear, and reminded me of SCREEN 8 in DOS (QBasic anyone?).  With the latest version the squares are pretty small and zooming gives quite a bit of stretching artifacts.

Anyway if someone has steps for config to get that view back, I'd appreciate it!  :)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: NiknudStunod on August 17, 2009, 09:24:16 am
Not sure if this was posted or not but if you keep scrolling your mouse wheel for zoom out during the world gen and you do it fast enough it seems to gen like normal instead of freezing.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 17, 2009, 10:02:02 am
I like the new zoom feature, it's fancy shmancy in the pantsy.

However, I am missing the nice crisp un-stretched graphics I would get with the 800x600 window size with the 800x600 curses font.  With a GRIDX=80  GRIDY=25  (I think) the graphics were nice and big and clear, and reminded me of SCREEN 8 in DOS (QBasic anyone?).  With the latest version the squares are pretty small and zooming gives quite a bit of stretching artifacts.

Anyway if someone has steps for config to get that view back, I'd appreciate it!  :)
Don't zoom, or if you already have, press F12 to reset the zoom to 1:1.

Proceed to increase the window size until the graphics are crisp. For the 10x12 font, 800x300 will do. (The minimum grid size is 80x25. Hold on, why is it called "800x600"?)

Make sure you keep BLACK_SPACE on, or it'll /never/ be crisp.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: nil on August 17, 2009, 02:57:59 pm
Quote
Two, the keyboard shortcuts still aren't totally working.  In particular, I've used "shift +" and "shift -" forever, but even though it looks like you can set in the binding menu using "Add Scan Key," it doesn't actually work.
I think you will have to be more specific about what you think is wrong.  I somewhat baffled as to your meaning.
Heh, I'll give it a try.  I've always used "shift+" and "shift-" as a keyboard binding (specifically, I use it for the "Page secondary selector up" and "Page secondary selector down").  By "shift +" and "shift -" I mean 'holding down shift and pressing 'plus' or 'minus' on the number pad."  For the last few d* releases, this hasn't worked. 

This is despite the fact that it appears you use these settings in the key binding menu.  Using the "Add scan key" option, I can set it to "Shift+Add" or "Shift+Minus."  It just doesn't work.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: finesse on August 17, 2009, 03:21:07 pm
On Windows 7 (64bit) on my main computer it crashes with an OpenGL error telling me to update my drivers (I have the most current drivers).

Note that this has been a consistent problem with all 40dx releases.  I had no trouble with 40d.

40dx releases have all worked fine under my Ubuntu system (main computer).

Sounds like you're using the latest Microsoft drivers, as they don't support OpenGL (above 1 or so) for obvious reasons.

Get the drivers from nVidia or ATI depending on your card if this is the case.

Thanx, Ill give it a try. Just need to backup everything first.

Unless Wubi has changed, you wont need to do a backup as it installs Ubuntu into a virtual hdd file. Which it loads up as a virtual hdd when you select to boot Ubuntu. Your existing install will remain intact, the only disadvantage is there is a decrease in loading times because it isn't a real HDD.

When you run it, it will tell you most of this.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Shardok on August 17, 2009, 03:27:32 pm
Spoiler (click to show/hide)

I get that error when trying to load a saved game. I'm running it just like I was with 40d13, using Frame_Buffer, windows XP w/sp3 32 bit, a 128 mb PCI slot video card (Nvidia GeForce 6200), Intel celeron 2.5 ghz processor, and a gig of RAM. Only actual difference is that I'm using the Dig Deeper mod.

Just tested exact same setup in d13 and got the same error, that I never got before... I doubt it's the Dig Deeper mod, but that's the only real difference. Any ideas on how it could be this mod that could cause the problem?

Nevermind all this, I think somehow the save got corrupted as it gives this error on all 40d versions of DF I've tried (d13, d14, and 40d) with that saved file.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Dr. Melon on August 17, 2009, 04:06:28 pm
"You are deceased. Press Escape to finish"
I AM. WHY IS IT NOT BRINGING UP MY MENU?!
Ah, the mousing over was causing the game to be displayed, and I hadn't realised...

Also, mousing over the window blacks it out.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Phoenyx on August 17, 2009, 04:38:10 pm
It will bring up the menu, sometimes it just takes a very long time. (As in, get up and get something to drink sorta time.) It eventually shows up for me.

Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 17, 2009, 04:48:15 pm
Just got the full Ubuntu for the heck of it, will try DF out on it. It seems nice
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 17, 2009, 05:08:26 pm
Input lag is still a problem. I'll happily admit this, as I'm not responsible for it.

It may be worth noting that pressing the "close-window" widget on the title bar will have the same effect as pressing esc, but I don't know how much this'll help. :P
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 17, 2009, 05:35:58 pm
Just got the full Ubuntu for the heck of it, will try DF out on it. It seems nice

Okay, BIG TROUBLE! with ubuntu. Exactly which file should I run, and with which program?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: soupcan on August 17, 2009, 05:40:45 pm
No issues on Vista or Win7 (with the exception of the already-known 'freeze-on-high-load' bug.) here.

LOVE the zoom/scrolling. Now, if we could only get the remote-dorf code into the mainline so that I can run DF on my computer at home and hamachi into it from work... Which works just fine in D13. :P

Excuse my foul language, but....

WAT

Anyway, d14 has given me the satisfaction of a working keyboard and great FPS, something d12, d13, and my girlfriend could never do. I am content.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 17, 2009, 06:16:01 pm
Just got the full Ubuntu for the heck of it, will try DF out on it. It seems nice

Okay, BIG TROUBLE! with ubuntu. Exactly which file should I run, and with which program?
It says, right in the first post, to run the "df" file.

At this point, it should work to simply double-click on it. But don't quote me on this; I don't run the sort of system where I can.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Andir on August 17, 2009, 06:16:30 pm
Just got the full Ubuntu for the heck of it, will try DF out on it. It seems nice

Okay, BIG TROUBLE! with ubuntu. Exactly which file should I run, and with which program?
From the first post:
For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.

Run the file called df.  Just double click it.  If you have all the requirements, it will work.  If you don't, open the terminal and "cd" to the folder you put it in, then run ./df and it will tell you what you don't have.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: soupcan on August 17, 2009, 06:34:22 pm
Just got the full Ubuntu for the heck of it, will try DF out on it. It seems nice

Okay, BIG TROUBLE! with ubuntu. Exactly which file should I run, and with which program?
It says, right in the first post, to run the "df" file.

At this point, it should work to simply double-click on it. But don't quote me on this; I don't run the sort of system where I can.

This makes me curious. What do you run? You seem like a tiling WM person to me.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: spokehedz on August 17, 2009, 06:38:39 pm
No issues on Vista or Win7 (with the exception of the already-known 'freeze-on-high-load' bug.) here.

LOVE the zoom/scrolling. Now, if we could only get the remote-dorf code into the mainline so that I can run DF on my computer at home and hamachi into it from work... Which works just fine in D13. :P

Excuse my foul language, but....

WAT

Anyway, d14 has given me the satisfaction of a working keyboard and great FPS, something d12, d13, and my girlfriend could never do. I am content.
Sorry... I was attempting to cross the streams. Should have known bad things would happen.

See this thread for more information on what I call 'Remote Dwarf' at this thread: http://www.bay12games.com/forum/index.php?topic=39639.0

And the service I was referring to was www.hamachi.com is a 'virtual' VPN service that lets you connect directly to any computer from any other computer over the internet securely and transparently.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 17, 2009, 06:43:29 pm
This makes me curious. What do you run? You seem like a tiling WM person to me.
XMonad, reasonably reconfigured. I don't believe I have any graphical file managers installed, but if I did, I wouldn't know how to start them. :P

As you'll find out if you hang around me long enough, I'm a big Haskell fan.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Veroule on August 17, 2009, 09:08:31 pm
Speaking of macro's calling other macros...
As a test, I had two macro's that did nothing but call each other, this led to Fun.  I had to manually kill the process before it ate all my memory.
I thought about covering the call stack with a limit, but never reached a decision.  A tight loop like you described never even gets back to the main input routines, and I can't let that sort of thing go.  Added to bug list.

I will probably make the limit something high enough that it shouldn't get in the way of any normal usage, a few thousand seems like it should be enough that no one will ever trip over it unless they have a bad macro.

Heh, I'll give it a try.  I've always used "shift+" and "shift-" as a keyboard binding (specifically, I use it for the "Page secondary selector up" and "Page secondary selector down").  By "shift +" and "shift -" I mean 'holding down shift and pressing 'plus' or 'minus' on the number pad."  For the last few d* releases, this hasn't worked. 

This is despite the fact that it appears you use these settings in the key binding menu.  Using the "Add scan key" option, I can set it to "Shift+Add" or "Shift+Minus."  It just doesn't work.
I think I get what your after, I will look into it.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The_Fool76 on August 18, 2009, 12:08:21 am
Quote
I will probably make the limit something high enough that it shouldn't get in the way of any normal usage, a few thousand seems like it should be enough that no one will ever trip over it unless they have a bad macro.

Well without conditionals, normal usage isn't going to be that high.  I shudder to picture a macro setup that goes more than twenty levels deep, and something that reached 200 would belong in the HFS. 

Now if conditionals are in the works, by all means set it to be a few thousand as I can easily see using a recursive algorithm to do things like scan across the map for exposed gems and mark them for digging. 

Yes, I would give my this elf's right arm for the ability to do something like:
Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 18, 2009, 12:30:51 am
Okay, Ubuntu 9.04 is up and running. Fetching the required LibSDL and then trying again. If it doesn't work ill try using WINE.
Must say though, Ubuntu is quite nice running alongside XP.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 18, 2009, 12:47:19 am
XMonad, reasonably reconfigured. I don't believe I have any graphical file managers installed, but if I did, I wouldn't know how to start them. :P

As you'll find out if you hang around me long enough, I'm a big Haskell fan.
I'm starting to like you.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: MrWiggles on August 18, 2009, 01:15:00 am
Where is the script that the OP talked about in order to run the OS X release?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Spiral42 on August 18, 2009, 03:47:52 am
40d14 is running well, and I'm even able to play adventure mode again. However, I get a strange bug upon dying in adv: things start to run in real-time (so it hasn't frozen) but the Esc key either has hardly any chance of working or lags magnificently, so the menu appears (if at all) after a couple of minutes... by which time my impatience guarantees I've mashed it a few more times, and the presses have been stacked, so it often returns to the game view and I have to start all over (but that's my fault). Not sure if adv. mode is a priority in this build, but thought I'd leave a note of it.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Benvoli0 on August 18, 2009, 06:28:52 am

...the Esc key either has hardly any chance of working or lags magnificently, so the menu appears (if at all) after a couple of minutes...
I have experienced the same thing, but thought it was because I ran DF on OsX.
@Spiral: Were you still able to toggle Full screen mode? For me, the entire program "froze", although goblins and flies still moved.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Warmist on August 18, 2009, 06:46:17 am
Trying to compile on linux (ubuntu 64bit). After huge amount of 32bit libs and other dependencies compiled ok. Now it says:
Code: [Select]
./dwarfort.exe: symbol lookup error: ./libs/libgraphics.so: undefined symbol: __stack_chk_fail_local ???
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 18, 2009, 07:02:31 am
Googling for the symbol it couldn't find immediately found a solution for me. You should try it.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: vins on August 18, 2009, 07:06:02 am

...the Esc key either has hardly any chance of working or lags magnificently, so the menu appears (if at all) after a couple of minutes...
I have experienced the same thing, but thought it was because I ran DF on OsX.
@Spiral: Were you still able to toggle Full screen mode? For me, the entire program "froze", although goblins and flies still moved.

I have the same bug and F11 doesn't work too. But you can change the size of the window.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Hellcar on August 18, 2009, 08:06:18 am
Any word on memory locations for dwarf manager/therapist?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Rowanas on August 18, 2009, 09:48:49 am
I didn't use d13 because the defaults irritated me and things were horrible looking. I can put up with horrible looking if it will go faster, so is it possible to just hoik every file and .txt over from my current DF game to the d14 DF and have it run perfectly?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: spokehedz on August 18, 2009, 10:04:10 am
I didn't use d13 because the defaults irritated me and things were horrible looking. I can put up with horrible looking if it will go faster, so is it possible to just hoik every file and .txt over from my current DF game to the d14 DF and have it run perfectly?
No. 'Fun' things will result.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Duke 2.0 on August 18, 2009, 10:07:11 am
I didn't use d13 because the defaults irritated me and things were horrible looking. I can put up with horrible looking if it will go faster, so is it possible to just hoik every file and .txt over from my current DF game to the d14 DF and have it run perfectly?
No. 'Fun' things will result.
Small example: There are some init options not present in older versions, and thus using an old init file for the newest release will result in the game not working. This is not a good idea.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Rowanas on August 18, 2009, 10:13:22 am
Ok. If you fix this, send me a pm. I would like to run a faster DF, but I'm not trawling through defaults and inits to get what I want.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: spokehedz on August 18, 2009, 10:19:17 am
Ok. If you fix this, send me a pm. I would like to run a faster DF, but I'm not trawling through defaults and inits to get what I want.
It takes me 5 seconds to change the init to what I want from version to version...
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Duke 2.0 on August 18, 2009, 10:20:27 am
Ok. If you fix this, send me a pm. I would like to run a faster DF, but I'm not trawling through defaults and inits to get what I want.
It takes me 5 seconds to change the init to what I want from version to version...
Some of us want to make some rather... major overhauls to the init file. Still, if one keeps one from the last version they can just copy and paste large segments over.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: spokehedz on August 18, 2009, 10:22:13 am
Ok. If you fix this, send me a pm. I would like to run a faster DF, but I'm not trawling through defaults and inits to get what I want.
It takes me 5 seconds to change the init to what I want from version to version...
Some of us want to make some rather... major overhauls to the init file. Still, if one keeps one from the last version they can just copy and paste large segments over.
I'm not saying you can't/shouldn't but if you do that you should be able to change it to the new version without whining about it saying it will take a long time.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 18, 2009, 10:29:19 am
Or you could get a copy of diff/windiff.

Chances are a patch would apply cleanly no matter the version; most of it, at least.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Shima on August 18, 2009, 11:37:30 am
Don't know if it's been mentioned yet, but escape is having problems.  Mainly in Adventure mode, after getting killed, it is HIGHLY unresponsive, bordering on completely broken.  Haven't tested in Dwarf mode yet.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 18, 2009, 11:50:38 am
It's not my code,  but I'll take a look.. I'm morbidly curious.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Shardok on August 18, 2009, 04:40:27 pm
Again with my save files being corrupted. Now when I open dwarf fort it can't even find the save files, these are save files from 40d14, I tried it on older versions and they couldn't find them either, despite having done just fine before, and no changes have been made to them that should of caused this. It found them the other day and loaded just fine, but now it won't even tell me that they're there... Windows XP sp3, etc.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Qjet on August 18, 2009, 09:11:35 pm
Don't know if it's been mentioned yet, but escape is having problems.  Mainly in Adventure mode, after getting killed, it is HIGHLY unresponsive, bordering on completely broken.  Haven't tested in Dwarf mode yet.
so other people ARE getting this
hooorrraaay im not crazy.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: hash on August 19, 2009, 01:35:03 am
I have a fail to start.  Message:

./dwarfort.exe: error while loading shared libraries: libSDL_image-1.2.so.0: cannot open shared object file: No such file or directory

System:

Kubuntu (hardy heron) Linux  2.6.24-24-generic x86_64
df_28_181_40d14_linux.tar.bz2 + df-40d14-head.tar.bz2

Attempted fix:
1. Update and install all the libSDL stuff I my package manager could get its grubby little hands on.
2. In the [df]/libs/ dir, symlink to  /usr/lib/libSDL_image-1.2.so.0.
3. Cry, because I got a new error message:

./dwarfort.exe: error while loading shared libraries: libSDL_image-1.2.so.0: wrong ELF class: ELFCLASS64

So, I'm guessing somewhere where the library loading is done, you're doing so much sanity checking that "sanity" is restricted to 32bit? :)  (Or maybe there's a deeper and more complex/sinister reason that 32 bit libraries are expected?  I hope not...)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 19, 2009, 05:11:34 am
DF is a 32-bit executable. It can't use 64-bit libraries; if there was a way that could have been possible, you could be sure I'd have jumped at it.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Andir on August 19, 2009, 07:27:34 am
I believe Kubuntu still uses ia32-libs ,,,, look for it in Synaptic or "sudo apt-get install is32-libs"
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Nyme on August 19, 2009, 07:31:12 am
I think this has not been mentioned yet.

One thing I've noticed in 40d14 is that I have worse FPS aboveground. Aboveground, the FPS is between 60 and 80, but underground it's 100. This didn't happen in 40d13 or 40d. And the fortress I'm currently playing is small (29 dwarves, 18 tame animals, 6x6 embark).

Running Win XP SP3.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 19, 2009, 07:43:18 am
What?

Okay... confirmed. But I can't for the life for me figure out why. Toady ought to go over this game with a profiler; I can't.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: lazybum on August 19, 2009, 09:05:22 am
I've noticed similar things myself, where going from above ground to below ground had a boost to fps. You can do it with a hill so that simply scrolling your screen gives the boost (or removes it). I never thought of it as a bug though.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: hash on August 19, 2009, 10:05:51 am
Andir, thank you for the response with a magic package name... but I already have ia32-libs installed.  Should I be symlinking to a different .so in order to use it, or something like that?

Baughn: yeah, that's what I meant by complex/sinister.  But is there any reason that I shouldn't take a crack at compiling it as 64 bit?  Or is there wicked pointer math that would immediately obstruct this?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 19, 2009, 12:06:50 pm
DF itself is compiled as 32-bit. libgraphics is, well, a library.

It would probably be possible to compile DF in 64-bit mode, with only minor issues. It worked for BC. However, Toady does not have a 64-bit machine.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Ampersand on August 19, 2009, 01:30:46 pm
64 bit processors are not expensive at all these days. The only real monkey wrench is that since most programs you'll ever use are compiled in 32 bit mode, they can be buggy on 64 bit operating systems, thus rendering such OSes very unsatisfactory.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Eita on August 19, 2009, 03:59:37 pm
Someone might have already mentioned this, but the opening movies aren't capped at 100 FPS.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: The_Fool76 on August 19, 2009, 04:38:36 pm
DF itself is compiled as 32-bit. libgraphics is, well, a library.

It would probably be possible to compile DF in 64-bit mode, with only minor issues. It worked for BC. However, Toady does not have a 64-bit machine.

He could still compile it for 64bit and let us test the binary.  :)
Probably more bother than it's worth though.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Bacc on August 19, 2009, 04:50:49 pm
First post!

Must say that I love the game and d14, zooming and resising makes me very happy. It seems the advent of the first caravan is a lot more... fun that it used to be however. It crashes the game completely for me, with a box saying "Nemisis unit load failure", or something along those lines. Anybody else getting this? This is with a completely un-modded and un-edited game, downloaded directly from the links.

I'm also just speculating that its the first caravan... as I never see it it may be something completely random. But it "feels" like the caravan as it is usually around the first time the caravan arrives when it spits the dummy.

Also would like to say the game runs at a solid 240-250 FPS, up a hundred from d11 (the last version I was using) good work!
Title: Re: FotF: Dwarf Fortress 40d14
Post by: hash on August 19, 2009, 05:10:28 pm
DF itself is compiled as 32-bit. libgraphics is, well, a library.

It would probably be possible to compile DF in 64-bit mode, with only minor issues. It worked for BC. However, Toady does not have a 64-bit machine.

He could still compile it for 64bit and let us test the binary.  :)
Probably more bother than it's worth though.

I could, but you'd still need a 64bit machine to run it, obviously.  At which point you could compile it yourself anyway. :)

Anyway, where would I start to compile?  If I'm not mistaken there's only 14848 lines of source code in this release, and I daresay the entire game is a bit bigger than that...
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Ampersand on August 19, 2009, 06:29:56 pm
I can say one thing though. Eventually, DF will probably have to go 64 bit, if only because Sixty Four bit Windows supports a lot more RAM that DF will inevitably need.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: IndonesiaWarMinister on August 19, 2009, 06:35:06 pm
My God...

I set the affinity of DF to CPU 1 & 2 and I set the priority to Real-time , and I GOT A WHOOPING 1200 FPS in the world gen screen...

I love my new computer.


edit: GOT 800 to 1200 FPS in the embark zone... OH I LOVE IT VERY MUCH....
Title: Re: FotF: Dwarf Fortress 40d14
Post by: lazybum on August 19, 2009, 08:10:39 pm
Hmm, I didn't see this mentioned anywhere. Anyways the quit button is hidden, you have to scroll below the about button to see it and that might not be the best layout. 

Title: Re: FotF: Dwarf Fortress 40d14
Post by: King_of_the_weasels on August 19, 2009, 08:35:32 pm
Possible bug maybe... 171 elves vs 12 humans, the 12 humans lose 2 and the elves lose 61.

This may or may not be a bug, maybe.

EDIT: it may just be my world apparently the elves are overpopulated cause I see numerous 100+ elves vs a dozen humans battles going on.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Topace3k on August 19, 2009, 08:51:18 pm
Possible bug maybe... 171 elves vs 12 humans, the 12 humans lose 2 and the elves lose 61.

This may or may not be a bug, maybe.

Nope, that is normal and correct.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: finesse on August 19, 2009, 10:53:03 pm
64 bit processors are not expensive at all these days. The only real monkey wrench is that since most programs you'll ever use are compiled in 32 bit mode, they can be buggy on 64 bit operating systems, thus rendering such OSes very unsatisfactory.

I've been running 64bit for a few years now and have actually noticed the opposite. Even though, theoretically, it shouldn't be any different given that they're run with the same 32bit dlls in 64bit as they actually use in the 32bit OS.

Im guessing that the buggy code you're talking about is probably specific to some programs that were probably doing something wrong in the first place.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 19, 2009, 11:19:16 pm
Just found that when designating an area to mine with the mouse, its works fine but its not "on target". For me it designates to the left of where I click. It might just be the window resizing puting it off.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 20, 2009, 04:36:01 am
Yep. Fixed for d15.. but not yet.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: crayun on August 20, 2009, 09:24:41 am
First post  ;D.

I don't know if it has been mentioned, but when you're using the search method for a place to embrak, the screen won't refresh itself ( this was already mentioned ) but wen you zoom in or out the screen refreshes.


* sorry if my english isn't so good, i'm from belgium :) *
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 20, 2009, 09:54:37 am
Zooming forces two full screen refreshes, which happens to tickle the bug such that it displays properly, that once.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: LordZorintrhox on August 20, 2009, 11:42:11 am
Okay, how about this: my screen's dimensions are not multiples of 16.  1440 is, but not 900 (4 from 896).  After only a few zooms back and forth, returning to "100%" where the tiles actually are 16x16 onscreen, the dimensions are very slightly off and all the tiles are a little blurred due to interpolation.  Which really sucks because my tileset (see below *shameless plug*) has a number of details that are rather fine and get very muddied.

At other zoom levels, I know that is just how it works, but at 100% it would be nice if it assumes 1:1 again.  Furthermore, some clamping for zoom levels that are powers of 2 would reduce artifacts as well.

Other than that and the refresh thing that everyone has mentioned, very nice.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 20, 2009, 12:13:14 pm
Using the wheel to go back to 1:1 currently doesn't work. Use F12 instead.

(It will, later, but F12 would still be handy)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: King_of_the_weasels on August 20, 2009, 04:15:06 pm
Dwarf fortress mode is running fast, almost two fast for my tastes.  Also experience a bit of lag after dying in adventure mode, sometimes hitting esc does nothing.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Sepis on August 20, 2009, 06:15:11 pm
40d14 on XP64 (latest service pack/patches), an old save, with only Mayday's changes to the raws copied over for save compatibility:
The game has horrible slowdown outside, but more perplexingly, stops screen updating when I try to move the screen when it reaches a central stairwell with hatch covers next to a bottomless pit.  If I hit escape, and return to game, the screen recenters where it should be, but won't refresh unless I do that.  Moving the map focus anywhere else on the map -except- for the stairwell is laggy, but functional.  I think it's more the chasm than the stairwell, but can't really tell for sure.

If I actually edit the init (and no, I didn't copy the old init over, I always manually update it), input lag becomes too great to even launch and load a save, much less play.  And all I am doing is pointing the init at the tileset, not changing anything like partial print, etc.

So far the quickest and most stable for me has been d12, and I am looking forward to d15 because these speed and functionality improvements you guys keep offering are awesome.  Keep up the good work!

e: after another attempt at adding in elements one at a time, I think that I can say the severe refresh lag hits only if I try and bring the bottomless pit onto screen.  I've got tiles working now as expected (no performance difference with or without, using this same save).
e2: trying to worldgen with this current setup was a horrific idea, even at realtime priority on my phenom 2.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: snow-templar on August 20, 2009, 06:24:40 pm
I just downloaded it and tried it on my Windows box.  Noticing something really odd with the map generation.  I am making a map with custom params which are actually no different than the lerge preset except I raised min volcanoism to 20.  Map generation started like normal and then once it found a map and started generating lakes, it got stuck.  I then hit enter after giving it enough time where whatever it was doing should be done.  Instead of aborting, it updated the screen to show the map rendered completely and if I would want to continue.  It hit c and it gets stuck again.  This one I can wait out and switch focus to another window like Firefox and then come back and it will update the screen fine.  I then hit enter as prompted to do and I do make it successfully back to the main screen with the option to play the current map.  I am going to start a Dwarf mode game and see what happens.  Back in 40d13, it got stuck on me in the designations menu.  When I was trying to map out my initial dig of the fortress.

[update] The search function for embark seems to be stuck at 1/<map size> until it is finished.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 20, 2009, 07:03:06 pm
The screen refresh bug is know, yep, and fixed for d15.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: LordZorintrhox on August 20, 2009, 09:14:12 pm
Oh, well FINE, fix things and stuff for all I care!  Just make the game 2x as fast!  Add zooming and transparent textures!

 ;D

It that case, no complaints so far.  Looking rad.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Shima on August 21, 2009, 04:46:05 am
I'm not sure if it's my modding (A few custom creatures and I've changed most of the stones to appear more often), but Furniture stockpiles are no longer being used at all since d14.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: kurokikaze on August 21, 2009, 07:30:57 am
Are there any translucent tilesets? Even screenshot will do, i want to see it.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Footkerchief on August 21, 2009, 08:02:36 am
I'm not sure if it's my modding (A few custom creatures and I've changed most of the stones to appear more often), but Furniture stockpiles are no longer being used at all since d14.

It's probably your modding.  Did you generate a new world after implementing your mods?  Is furniture hauling turned on in Orders?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Exponent on August 21, 2009, 08:44:12 am
Are there any translucent tilesets? Even screenshot will do, i want to see it.

In case you're hoping for something more significant, translucent tilesets do not allow multiple objects, items, or anything else to be displayed within the same tile.  The only real effect (that I can think of offhand) is that it provides a tileset maker with a little bit more flexibility in how the background color can be shaded.  Previously, you could darken and/or tint the foreground color by using some color other than white, while the background color was always 100% or not at all.  Now you can more or less do the same with the background color as well.  The biggest immediate benefit I can think of is better anti-aliasing along the foreground/background border of a tile's image.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Shima on August 21, 2009, 11:10:42 am
It's probably your modding.  Did you generate a new world after implementing your mods?  Is furniture hauling turned on in Orders?

I always gen a new world after any changes.  Furniture hauling was turned off, but I've got no idea how that happened.  Probably slipped while turning on outdoor refuse, I suppose.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Rose on August 22, 2009, 07:11:13 am
I have a small complaint: when using a larger tileset than supported by your screen, the zoom tries to start out at, say 11x7 (yes, i'm making a big tileset) but can't, so defaults to 80x25 instead, which looks horribly stretched on my screen, and requires a lot of scrolling to get rid of.  Could you have an option somewhere of keeping the default zoom at the closest gridsize that still keeps the aspect ratio?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 22, 2009, 07:37:50 am
Yes, I'll get to that at some point.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Aosher on August 22, 2009, 10:30:02 am
I have a pretty major complaint: is the dwarf wrestling bug going to be fixed any time soon?

40d14 runs nicely for me but I want the wrestling bug to be fixed so that I can enjoy playing the game again ^_^
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Footkerchief on August 22, 2009, 10:47:00 am
I have a pretty major complaint: is the dwarf wrestling bug going to be fixed any time soon?

40d14 runs nicely for me but I want the wrestling bug to be fixed so that I can enjoy playing the game again ^_^

It's getting worked on for the next major release, which you can read about here (http://bay12games.com/dwarves/dev_now.html) and here. (http://www.bay12games.com/forum/index.php?topic=30026.0)  The 40d# releases don't have any changes to actual gameplay.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Rose on August 23, 2009, 07:34:16 am
I would just like to comment that the combination of alpha and zooming gives some very nice possibilities that i an exploring now
Title: Re: FotF: Dwarf Fortress 40d14
Post by: budapi on August 23, 2009, 08:42:41 am
I always played DF via Wine, and didn't use any 40d* update. Now using "native" 40d14 I was riddled with more kernel panics than I've seen my entire life... Turns out it's the heat. The old versions never reached ~100% CPU usage. Using cpulimit, setting DF to 50%, it's still a nice improvement over the old versions, performance-wise.

Would be nice if for future versions, through some arcane threading mechanism, some configurable limit would be built-in.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: MuonDecay on August 23, 2009, 08:52:42 am
Awesome  ;D
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 23, 2009, 11:30:48 am
I always played DF via Wine, and didn't use any 40d* update. Now using "native" 40d14 I was riddled with more kernel panics than I've seen my entire life... Turns out it's the heat. The old versions never reached ~100% CPU usage. Using cpulimit, setting DF to 50%, it's still a nice improvement over the old versions, performance-wise.

Would be nice if for future versions, through some arcane threading mechanism, some configurable limit would be built-in.
That's a no.

Seriously. Fix your computer instead.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: neek on August 23, 2009, 12:00:56 pm
I wish I could offer some sort of input, but honestly, nothing. I get nothing. I got it to work for a brief moment getting ~20 fps with 28 dwarves on a standard map, then after playing around with the settings, any attempt will yield a blank screen, fullscreen or not. I'll stick with d13, which I've had (so far) damn good luck with.

But please, keep up all the good work.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: budapi on August 23, 2009, 12:11:06 pm
Fix your computer instead.

I don't want you (or anyone) to give me software fixes for the weather over here, I wanted
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Footkerchief on August 23, 2009, 01:10:33 pm
it's just unusual nowadays to have ~100% CPU load for just one process, even a game

Maybe my processor just sucks, but it's not unusual for me.  Every non-turn-based game I know of will hog all the CPU you give it, unless you're already hitting a frame cap (which DF also has, incidentally).
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 23, 2009, 01:27:10 pm
It's less usual today.

What used to happen is that your GPU drivers would get into a polling loop, checking whether the GPU was done yet every single - is it done yet? - moment. This produced 100% cpu use even on games that didn't need the cpu much.

However, with multithreading becoming more common, the driver developers also apparently figured out that it'd be nice to use edge triggering instead. If you ask me, we could've used that a little sooner.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Pato2747 on August 23, 2009, 02:49:30 pm
Well, both 40d13 and 40d14 simply don't work for me (I'm using WinXP) - The process is there, using a constant 6816 KB of memory and ~45% of CPU use, but I get no prompt of anything, let alone the fact that the game doesn't even start. Tried changing priority, but it's still not working so I have to kill the process by hand. Mind you, 40d works perfectly fine.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 23, 2009, 02:58:02 pm
The most likely cause of that is bad OpenGL drivers.

Microsoft ships with directx drivers for the typical cards, but those drivers have apparently been stripped of their opengl components, using the (software-based!) opengl 1.0 implementation microsoft made instead. Suffice to say, this is way too old for any modern opengl program.

Specific card manufacturers may do the same.

The solution, should you not have done this already, is to use the reference drivers from ati.com/nvidia.com.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Pato2747 on August 23, 2009, 03:07:20 pm
Well I have the latest drivers for my graphics card (GeForce 8500GT), but I guess it won't hurt redownloading and reinstalling them. Will edit when done.

EDIT: Nope, same thing. I wonder if there's another way around this?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: eerr on August 23, 2009, 04:10:41 pm
using 40d14, and genning a new world (on an xp operating system)

I set extremely high ratios for rainfall(1,2,3,4,5)

as a result, river gen took awhile, and lakes took an incredible amount of time,during which the image never updated.

the problem, occured when my system tried to switch to a screen saver, and froze up for a moment.

I moved my mouse to end the screensaver, but when I tried to escape the extreme slowness by closing down dwarf fortress(i'm not sure what happened)

my entire screen was garbled, menus, had fragmented lines displayed from the left to right on the screen width-wise, mixed with fragmented lines from the background.

as if the graphics card was displaying the entire length of one pixel width of screen in a box, instead of a straight line, for every line there was a box instead.

in other news, the problem was fixed by holding down the power button on my computer to boot back up, and 40d is otherwise incredibly easier to play in fullscreen mode.


Title: Re: FotF: Dwarf Fortress 40d14
Post by: ToonyMan on August 23, 2009, 04:36:43 pm
.40d14 does not work for me at all.  It is incredibly slow.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 23, 2009, 05:05:04 pm
I moved my mouse to end the screensaver, but when I tried to escape the extreme slowness by closing down dwarf fortress(i'm not sure what happened)

my entire screen was garbled, menus, had fragmented lines displayed from the left to right on the screen width-wise, mixed with fragmented lines from the background.

as if the graphics card was displaying the entire length of one pixel width of screen in a box, instead of a straight line, for every line there was a box instead.
This is an excellent example of the kind of errors bad drivers can cause. No matter what any given program does, it should not ever cause corruption outside itself; the primary purpose of the operating system is to prevent exactly that.

I dare say it wouldn't have happened on Linux, either.  8)

However, I'll look into turning off the screen-saver in cpu-intensive work like (currently only) the world-gen. Letting it turn on, even if it works, would just slow things down.

..no promises, though.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 23, 2009, 05:06:13 pm
.40d14 does not work for me at all.  It is incredibly slow.
Most likely, it's being software-rendered. Did previous d# versions work? Can you try reinstalling your gpu drivers, using the ati.com/nvidia.com versions?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: IndonesiaWarMinister on August 23, 2009, 05:10:54 pm
Just here to say that the 40d14 is really, really, helping me out.

1400 FPS on embark? Muhammed is Holy(:P)!

Of course, it is sometimes too fast for my taste... But changing FPS limit in the init file... is hard.
Probably should wait until Sean finished his Init-GUI project.. Heh.

Still, awesome work! And... how do one use the macro command?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: ToonyMan on August 23, 2009, 05:12:57 pm
.40d14 does not work for me at all.  It is incredibly slow.
Most likely, it's being software-rendered. Did previous d# versions work? Can you try reinstalling your gpu drivers, using the ati.com/nvidia.com versions?

All previous versions worked.  Let me update my drivers and try again.

It only lags when I unpause it.  The menu screen and when the game is paused works fine.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 23, 2009, 05:34:29 pm
Oh.

That's not the game being slow, then; that's the screen-refresh bug. The game is still running, it just isn't updating the window.

It'll be fixed for d15, but meanwhile.. it already is on linux.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: ToonyMan on August 23, 2009, 05:35:46 pm
I checked the init and the screen refresh configs aren't there.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: IndonesiaWarMinister on August 23, 2009, 05:49:03 pm
I checked the init and the screen refresh configs aren't there.
That's why it's a bug, Toonman.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Matt2358 on August 23, 2009, 08:55:10 pm
I got this and it won't let me choose most of the skills to improve dwarfs in for some reason, did this already happen depending on your site or what?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Footkerchief on August 23, 2009, 09:17:53 pm
I got this and it won't let me choose most of the skills to improve dwarfs in for some reason, did this already happen depending on your site or what?

I believe you get forced into a "Play Now!"-style embark when there are no dwarf civs left in the world.  Try generating a new world and see if it's back to normal.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: brainfire on August 23, 2009, 09:22:32 pm
I dare say it wouldn't have happened on Linux, either.  8)

I guess you haven't used KDE 4, then.

*rimshot*
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Matt2358 on August 23, 2009, 09:31:51 pm
I got this and it won't let me choose most of the skills to improve dwarfs in for some reason, did this already happen depending on your site or what?

I believe you get forced into a "Play Now!"-style embark when there are no dwarf civs left in the world.  Try generating a new world and see if it's back to normal.

Its letting me choose skills and items still, it's just missing most of the skills (It has the military ones and the social/trading ones only) All the items are still there like they should be.

EDIT: I just tried it at another site (albeit a similar one, both of them were in deserts with an aquifer) and the same thing happened. Only Combat Communication and Trading skills.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: eerr on August 23, 2009, 09:53:49 pm
I dare say it wouldn't have happened on Linux, either.  8)

I guess you haven't used KDE 4, then.

*rimshot*
50 bucks says it was a page fault from DF eating all the memory.

too much water in worldgen seems like too much stone in fortress mode.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Matt2358 on August 23, 2009, 11:56:36 pm
So I just tried again in a more normal site and got the same thing. Anyone have any ideas? I guess I'll just have to get the last version again.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: neek on August 24, 2009, 01:53:23 am
Matt, did you perchance copy it over, or create a new directory for d14? I'd go ahead and try to create a new folder and run it through there on a fresh init file.

I've found that, for some reason, my silly Intel 965 chip for my GMA doesn't want to be updated. This has caused a bunch of headache. Somehow, it wants to believe that a 2-year old driver is more up to date than the driver released three weeks ago. This made my brother cry when he realized that WoW will no longer run on my computer (not my fault, not my concern.)

So, I'm running Dwarf Fortress 40d13 currently on my Dell Inspiron 1525 (contains: Intel Duo Core 2.16 GHz processor, 4 gigs RAM, GMA with Intel 965 Express chipset, running Windows Vista Home Premium sp2), Dwarf Fortress is set on run to a). disable Aero visual effects, b). run as administrator (it will not find "index" in the directories if I do not allow this.) This usually nets max fps on embark, with a proportional drop with each wave (hitting a pop of 80 will usually cause the game to run as molasses). My existing map is a bit more intense, having a chasm and a volcano, and a lot of steep hills and cliffs, and even on embark I had around 80 fps (right now, with 28 people, I'm seeing about 50 fps,  with a lot of seize ups when I tried to scroll if I didn't have it paused).

So, I upgraded to d14. I start a fresh install, copied the save files over, and restarted. Only on standard (as opposed to frame buffer, accum buffer, VBO, et al.) could I get it to run; VBO, since its addition, has caused the game to crash multiple times, and it has to fail me in that regard. Otherwise, I just end up with a blank canvas or the top bar of a window with the program title and nothing else. F11'ing it into full screen and back in lets me glimpse for just a moment what's displayed on the screen.

...

Yeah.

Seeing as my DirectX drivers are up to date, I can only imagine that I have to update the drivers for the GMA, which it seems reticent to allow.

I'd love to see this current map support a greater population, but with all those hoary marmots, fire imps, cave swallowmen, and ratmen, I doubt that's going to be a possibility. But, I'll live. Hopefully.

Again, keep up the good work--even if d14 doesn't benefit me, if it benefits the majority of other players, then you guys are you doing the right thing. (Yes, this is an attempt to see how I can get d14 to run, but I'm not going to push it.)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 24, 2009, 04:35:07 am
50 bucks says it was a page fault from DF eating all the memory.
That's not what "page fault" means, nor would anything relating to an out-of-memory condition cause corruption in itself.

No, it's an OS or driver bug.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 24, 2009, 04:37:25 am
Neek: There's a good chance your troubles are due to the infamous screen-refresh bug, in which case it's already fixed.

Since d15 isn't out, though, you'll have to install linux if you want to test this theory. Alternately, you should reinstall windows; that will fix your driver version woes.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: snooptodd on August 24, 2009, 06:34:54 am
<snip>

Still, awesome work! And... how do one use the macro command?

to get to the macros in game
<esc>
select key bindings
<shift>+<tab> or <tab> until you see the macro screen

edit: add missing step
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Askot Bokbondeler on August 24, 2009, 10:07:45 am
i instaled ubuntu using wubi(mentioned some pages before, in this thread), after some time marveling with my first free os i downloaded the linux version of 40d14, unpacked it and tried to run it using the "df" file and not the dwarfort.exe, it then told me it was an executable text file and asked me if i wanted to run it, i did. I pressed run and nothing happened. i double clicked the df again, and pressed run in terminal, still, no signal of dwarven life, or any kind of life at all. I then executed the same routine and when prompted if i wanted to run the script i said that no, i didn't, when in fact i did, but i knew already that it wouldn't be that easy, and instead i polittelly asked the computer to "display" the script to me, just for fun, i have absoluctelly no knowledge of scripties and thinghies...

it is amusing to watch the script, it is similar to ascii games, anyway, graphically, and the last line is very funny with the "Go, go, go! :)" and all, but i still want to try 40d14 with the extras for geeks

i fear that my problems relate more to ubuntu and my lack of experience with it than to any bug of df's 40d14th version, and aware of it i'm going to press "post" anyway, tough i apologise for any offtopicness
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Ren Fraggle on August 24, 2009, 10:30:38 am
I just did a quick skim of this thread and found most of my issues with this release already addressed.  I mostly skipped over the rest of these OpenGL/SDL versions right to this one, so I don't know if this was in the earlier ones as well, but a problem I'm running into is trying to view a tile that has been engraved during that session is crashing the game.  It's not happening every time, some tiles will do it, others won't, but the ones that do are the same ones every time.  I don't know if I need to submit anything else for this, just let me know what you need.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 24, 2009, 11:13:51 am
Could you upload a demonstrative savegame?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Ren Fraggle on August 24, 2009, 12:05:36 pm
I put it here  (http://dffd.wimbli.com/download.php?id=1375&f=region1.rar).  I also noticed I'm getting the same issue with looking at a dwarf's thoughts and preferences.  Again, not every dwarf, but a few dwarfs always consistently crash when viewed.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: SoggyDog on August 24, 2009, 12:42:19 pm
          >> Reply #186

Also a Linux novice;
Same setup;  Same results.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 24, 2009, 12:48:55 pm
Run it from a terminal, and it'll tell you what libraries you're missing.

Probably you've got the 64-bit version of ubuntu, too, which complexifies this a fair bit. I don't use Ubuntu myself, but many others around here seem to; someone will hopefully pop up to help.

(Or check the ubuntu fora)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Askot Bokbondeler on August 24, 2009, 12:50:25 pm
i managed to fix it

paste this sudo apt-get install ia32-libs on the terminal
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Andy Korth on August 24, 2009, 03:58:58 pm
I'm finding what appears to be a yet-unreported input issue on 40d14, running on Mac OS X 10.5 with the standard us keyboard.

On the embark screen, when you are choosing items, I push N to add a new item and begin typing to narrow down the list. Unfortunately, the delete key does not delete the typed characters. Everything else seems to work there. Sorry if it was mentioned and I missed it.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: johnnybeltz on August 24, 2009, 05:20:20 pm
Hey guys, I have an issue with 40d13 and up. When I load the program with init.txt as-is, only the first column of the screen appears. Help?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: CharlieMopps on August 24, 2009, 06:00:31 pm
So how long do we have to wait for D15? I got a good map and didn't realize this no-refresh bug existed until it was well under way.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Footkerchief on August 24, 2009, 06:06:45 pm
So how long do we have to wait for D15? I got a good map and didn't realize this no-refresh bug existed until it was well under way.

Hopefully not long, but if you get impatient, you can of course move your save back to the version of your choice, e.g. 40d11.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 24, 2009, 06:12:30 pm
I'm finding what appears to be a yet-unreported input issue on 40d14, running on Mac OS X 10.5 with the standard us keyboard.

On the embark screen, when you are choosing items, I push N to add a new item and begin typing to narrow down the list. Unfortunately, the delete key does not delete the typed characters. Everything else seems to work there. Sorry if it was mentioned and I missed it.
This is because OS X reports a different keycode (i.e. delete) when pressing the key, instead of backspace like the rest of the world does.

It can be fixed by adding the correct code in the input menu.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Pearnamer on August 24, 2009, 07:54:10 pm
I'm finding what appears to be a yet-unreported input issue on 40d14, running on Mac OS X 10.5 with the standard us keyboard.

Unfortunately, the delete key does not delete the typed characters. Everything else seems to work there.
This is because OS X reports a different keycode (i.e. delete) when pressing the key, instead of backspace like the rest of the world does.

It can be fixed by adding the correct code in the input menu.

The binding you're looking for in the interface.txt file, would be:
Code: [Select]
[BIND:String_A000]
[KEY:Backspace]
[KEY:Delete]

The old input code probably had an alias or platform-specific define, since the delete key worked in previous versions of DF on the Mac, even though the interface file only listed the Backspace for code A000.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Andy Korth on August 24, 2009, 08:35:01 pm
Thanks both of you; your suggested fix does work, Pearnamer.

Hehe, I didn't know you played DF, Pearnamer. Good to see you around here.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: MCD on August 25, 2009, 12:26:07 am
Using XP and an nVidia 8800GT:
standard - Slightly slower and jerky.
partial - Seizure-inducing, no matter what I set the number at.
accum_buffer and frame_buffer - Screen stays static when unpaused, but shows the new positions of objects when paused again.
VBO - Doesn't even start.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: waldoknoesen on August 25, 2009, 04:19:02 am
Set partial to 25, now only the finder issue is left. The rest is fine. Seems to freeze only when theres alot of action going on.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Matt2358 on August 25, 2009, 09:44:29 pm
I completely deleted DF and then Reinstalled it and I still have the same problem, it must be the graphics set I'm using (Dystopian Rhetoric). I tried turning graphics off though and nothing happened.

To repeat myself the problem is that It won't let me choose any skills to put points in besides the military ones, the trader ones, and the communication ones.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Malor on August 26, 2009, 04:29:24 am
This is a long thread, so I'll pass along two problems I've seen without reviewing all the posts.  I know the no-updates bug is known, but I thought I'd add a little data.  Not sure about the other one. 

I specifically see the lack of updates, on a Vista/NVidia system, when FPS drops below 20.  At 21 or higher FPS, I have sluggish but usable updates.  At either 20 or 19, updates stop, and I have to pause to see what's going on.

The second bug I see regularly is when alt-tabbing away from DF in windowed mode.  It occasionally loses the ability to see keystrokes, and can't be communicated with anymore.  A workaround I've found is going to task manager, doing an End Task, and then waiting for the pop-up window that shows up when programs ignore a shutdown command.  I then do NOT force DF death, but rather cancel.  When I alt-tab back to DF, it will be at the Escape menu, and will almost always have key focus again.  Every once in a great while, I'll have to do that twice.

I'm running with all default video settings; I fiddled a bit with the advanced options, but they resulted in a horribly flickery mess, so I quickly gave up on them.  Just using the defaults.  I typically zoom up to the largest possible size, as I have a huge monitor.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Kullervo on August 26, 2009, 05:36:39 am
First, I'm very grateful for the decision to create a Linux DF. The sooner I can stop using wine the better :D

However, while I was playing with df_linux I ran into the following problem:
Code: [Select]
Gained focus
Gained focus
./df: line 12: 15118 Segmentation fault      ./dwarfort.exe $*
So I shifted focus away twice, and back twice, and the third time I shifted focus away it segfaulted.

I'd upload my save to DFFD, but that place's activation email's link isn't activating, so I'm just leaving this report. I doubt it had much to do with Kokebnish, fortress of 119 dwarves, in any case.


Edit:
(06:41:30 AM)

I tried again: first off, "Gained focus" only happens on minimize/unminimize, not ALT+TAB.

Second, it isn't crashing so far in this second experiment, which seems to be different only in that I haven't resized the window yet. It could be that DF hasn't done much DFing yet though.

Edit:
(06:43:41)

It appears that second surmise is correct. After resizing the window twice such that it filled this gigantic screen, several minimize/unminimize operations led it to crash on the final minimize:
Code: [Select]
Gained focus
Gained focus
Gained focus
Gained focus
./df: line 12: 19396 Segmentation fault      ./dwarfort.exe $*


Edit:
(06:51:20 AM)

For reference, here's how my DF starts.
Spoiler (click to show/hide)


Edit:

And when I thought I understood it... It segfaulted when I selected "The Many Menus" in the Help menu. This was after using the mousewheel for some zooming. Continued output added below:
Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Xgamer4 on August 26, 2009, 11:14:32 am
Not a bug report exactly, but I'd just like to note that hunting down the dependencies for Fedora 11 x64 is proving incredibly annoying.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Pato2747 on August 26, 2009, 05:59:55 pm
I'm sorry I bring back a common issue, but even after updating my GPU drivers I still suffer the same problem (d14 doesn't even start). Is there any way to solve this after the "update drivers" solution has been tried?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Veroule on August 26, 2009, 08:32:53 pm
The second bug I see regularly is when alt-tabbing away from DF in windowed mode.  It occasionally loses the ability to see keystrokes, and can't be communicated with anymore.  A workaround I've found is going to task manager, doing an End Task, and then waiting for the pop-up window that shows up when programs ignore a shutdown command.  I then do NOT force DF death, but rather cancel.  When I alt-tab back to DF, it will be at the Escape menu, and will almost always have key focus again.  Every once in a great while, I'll have to do that twice.
I have occasionally been able to replicate a problem with key sequnces that cause DF to lose focus.  What happens is that modifier keys such as CTRL, ALT, Windows, etc are still recorded as being pressed.  There is very little I can do about this bug since the SDL library, that connects DF to the OS, is what thinks the key is still pressed.

You can get around it by pressing and releasing whatever modifier key was involved in the loss of focus.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 27, 2009, 03:23:31 am
I'm sorry I bring back a common issue, but even after updating my GPU drivers I still suffer the same problem (d14 doesn't even start). Is there any way to solve this after the "update drivers" solution has been tried?
Download and run glView, paste its output list of extensions supported here - make sure opengl actually works, in other words.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 27, 2009, 02:52:11 pm
Holy Armok.


I'm gonna need new pants. I'm getting to work on a huge tileset guys!!!

YESSSSSSSSSSSSSSSSSSSS
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Pato2747 on August 27, 2009, 02:59:46 pm
I'm sorry I bring back a common issue, but even after updating my GPU drivers I still suffer the same problem (d14 doesn't even start). Is there any way to solve this after the "update drivers" solution has been tried?
Download and run glView, paste its output list of extensions supported here - make sure opengl actually works, in other words.

Sure. Here it is.

Spoiler (click to show/hide)

Mind you, the rendering tests in glView work perfectly.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 27, 2009, 03:09:35 pm
OpenGL should work, I suppose.

Can you expand on "it doesn't start"? Does the window show up at all? Are there any error messages?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Pato2747 on August 27, 2009, 04:21:20 pm
The process *is* there - It shows up on the task manager and it remains there, chugging a fixed amount of ram and a slightly variating amount of CPU % (between 40 and 49), and only leaves when I force it to close. Besides of that there is no evidence that dwarf fortress is running at all: No window, no "Start the game in fullscreen" prompt, and no error messages.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 28, 2009, 02:50:51 am
Well, that's..

If the window isn't showing up, then it's presumably failing prior to SDL initialization.

Not a whole lot happens that early, really. I can probably assume it's not a problem with SDL.. hm, if you turn on sound in init.txt, do you hear any?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 28, 2009, 06:04:09 am
Baughn, sorry to bother you with such trivialities, but I'm finding the zoom stuff somewhat unwieldy.
First off, I'm using a 64px tileset on a 1280x1024 resolution, so I'd expect the initial tilegrid size to be 80:64. That is not the case, the tiles are instead squashed to a rectangular shape (which means there are less than 64 tiles vertically).
Each time I run the game I have to scroll the tilegrid to set it to an appropriate size. I presume this has something to do with the game trying to make the initial menu fill the whole screen (it doesn't matter if I enable blackspace or not).

Then, after I start zooming, I have the following 2 requests:
-the zooming happens in way to small increments. I'd suggest using a x2, x4, x8 (and so on) zoom from the initial display which covers all the tiles. So with a 64px tileset, the game should start at x0.25 and then with two scroll moves you'd get to 100%
-If that is not possible, could you please add a key that resets the view back to full (80 tiles horizontally)?
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Lando242 on August 28, 2009, 08:13:55 am
-If that is not possible, could you please add a key that resets the view back to full (80 tiles horizontally)?

F12 iirc.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 28, 2009, 08:23:00 am
F12 only resets the tilegrid size, not the zoom level.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 28, 2009, 08:41:02 am
Other way around. F12 specifically resets the tile zoom to 1:1, then recalculates the gridsize based on that.

The whole zoom-tile calculation is a bit iffy at the moment; I've got a better system lined up for d15, so don't worry.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: tiresius on August 28, 2009, 08:57:38 am
I like the new zoom feature, it's fancy shmancy in the pantsy.

However, I am missing the nice crisp un-stretched graphics I would get with the 800x600 window size with the 800x600 curses font.  With a GRIDX=80  GRIDY=25  (I think) the graphics were nice and big and clear, and reminded me of SCREEN 8 in DOS (QBasic anyone?).  With the latest version the squares are pretty small and zooming gives quite a bit of stretching artifacts.

Anyway if someone has steps for config to get that view back, I'd appreciate it!  :)
Don't zoom, or if you already have, press F12 to reset the zoom to 1:1.

Proceed to increase the window size until the graphics are crisp. For the 10x12 font, 800x300 will do. (The minimum grid size is 80x25. Hold on, why is it called "800x600"?)

Make sure you keep BLACK_SPACE on, or it'll /never/ be crisp.

I know this is a little late I've been out of the game.  But I fixed my problem by resizing the 800x600 curses bitmap to double the height.  My window looks exactly as it did before now, thanks a bunch this runs nicely for me!
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 28, 2009, 09:01:01 am
The whole zoom-tile calculation is a bit iffy at the moment; I've got a better system lined up for d15, so don't worry.

Good to know, thanks.
Anyway, the most important thing for me is that tiles on a square tileset should remain square no matter what.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Andir on August 28, 2009, 09:51:06 am
The whole zoom-tile calculation is a bit iffy at the moment; I've got a better system lined up for d15, so don't worry.

Good to know, thanks.
Anyway, the most important thing for me is that tiles on a square tileset should remain square no matter what.
Hopefully someone's calculating an aspect ratio on tile load and conforming to that during resize...  ;)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 28, 2009, 11:09:53 am
I used to maintain the aspect ratio. Then I broke it in some rewrite or other, and got too busy solving actual bugs to care. :P

It's supposed to work, yeah, but it's basically a cosmetic flaw. Well, I'm pretty sure I'm done with all the non-cosmetic bugs now, so...
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 28, 2009, 11:42:00 am
I used to maintain the aspect ratio. Then I broke it in some rewrite or other, and got too busy solving actual bugs to care. :P

It's supposed to work, yeah, but it's basically a cosmetic flaw. Well, I'm pretty sure I'm done with all the non-cosmetic bugs now, so...

*hugs*
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Pato2747 on August 28, 2009, 07:33:48 pm
Well, that's..

If the window isn't showing up, then it's presumably failing prior to SDL initialization.

Not a whole lot happens that early, really. I can probably assume it's not a problem with SDL.. hm, if you turn on sound in init.txt, do you hear any?

Sound is on, can't hear anything.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: QuinRiva on August 28, 2009, 10:42:19 pm
Baughn, it's seems that I am also having the same problem as Pato2747.  The new 190.62 drivers means that DF works on my Windows7 64bit system, but I am still unable to get any 40dxx versions to run on my XP system.

As with Pato, the game starts but then nothing. No messages, windows etc. Just 50% CPU usage.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 29, 2009, 03:04:36 am
Is that so? You're sure it's the drivers?

I suppose I'll have to test that for myself once I find a windows machine, but it sounds rather odd on the face of it. The window is created before any opengl calls are made (obviously); thus, a problem with the drivers shouldn't really affect the window creation.

I wonder what they're doing this time.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 29, 2009, 01:20:11 pm
Toady's planning to release 40d15 sometime over the next three days (maybe), and I've just finished a marathon session to fix (or, in one case, paper over) the outstanding bugs.

So, to make sure I don't forgot any (there may still be time to send him patches), here's a list of what I've fixed. If something isn't on this list, I've forgotten about it; be sure to tell me.

Also, all the fixes below are available in the latest 40d14-head, for those of you on linux; be sure to test.

Fixed
- Aspect rate not being maintained when resizing to a very small window, even if black_space is on.
- FP inaccuracy sometimes making it impossible to reach 1:1 zoom using the wheel. (F12 always worked)
- Flickering when moving the mouse over the window in some rendering modes. This is a manifestation of a deeper bug, which I have not fixed; as a result, it will still flicker if you are using viewport (not standard grid) zoom.
- Screen not refreshing under load. Very fixed.
- Mouse not registering correct position for designations under some circumstances. Code rewritten from scratch.
- 800x600 tileset looking squashed. Fixed by having toady double its height. 1:1 aspect ratio is the only one supported now, and probably always.

Not fixed
- DF window not showing up at all on some windows configurations. Still haven't reproduced that one.
- Global tension between the secular world and religious sects. Will have to research genetic engineering first, do some experiments.
- ESC key registering extremely slowly in adventure mode. Complain to Veroule if it's still in d15, it's out of my hands.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 29, 2009, 02:10:00 pm
- Aspect rate not being maintained when resizing to a very small window, even if black_space is on.
Hey, my aspect rate isn't maintained even just after I start the game. (in d14 that is)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Pato2747 on August 29, 2009, 02:22:08 pm
I think I forgot to say that I am currently running on a 32-bit Windows XP - I'm not sure whether or not that helps in the troubleshooting, but as I have noticed with QuinRiva's post it seems that the bug affects both 32-bit and 64-bit Windows computers.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 29, 2009, 03:01:01 pm
- Aspect rate not being maintained when resizing to a very small window, even if black_space is on.
Hey, my aspect rate isn't maintained even just after I start the game. (in d14 that is)
That happens if the minimum resolution for your selected tileset (with an 80x25 grid, that is) is larger than the initial window size.

Or if you use the "800x600" tileset. See the fix list for that one.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 29, 2009, 03:46:05 pm
Well, but shouldn't it NOT be happening?

I'm playing with a 64px tileset. The game starts in fullscreen, with resolution set to 1280x1024.
Instead of 80x64 however, the initial tilegrid size is 80x25. No matter if I enable blackspace or not, the display is vertically stretched to the whole screen, so I don't get square tiles.
Once the game starts, I scroll the tilegrid until the tiles are square. Since it takes quite a bit of scrolling I usually go further than 80 tiles horizontally. Once I scroll back to 80, I can't go further- the tiles remain square as it should be- which means the algorithm to calculate proper tilegrid IS there and it's working, it just doesn't fire up initially.
Pressing F11 sets the tilegrid back to 80x25, which is an additional annoyance.


So my two biiiiig requests:
-make the game properly calculate the initial tilegrid size to retain aspect ratio
-allow for larger zooming increments (preferably 200% with one scrollwheel move).
Title: Re: FotF: Dwarf Fortress 40d14
Post by: jaked122 on August 29, 2009, 04:13:02 pm
This makes me curious. What do you run? You seem like a tiling WM person to me.
XMonad, reasonably reconfigured. I don't believe I have any graphical file managers installed, but if I did, I wouldn't know how to start them. :P

As you'll find out if you hang around me long enough, I'm a big Haskell fan.
haskell eh?
how does that work, I know it's functional, lazy interpreted and fairly concurrent, but I can't ever make it work :'(
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 29, 2009, 04:39:56 pm
Mayday:

- I already fixed the aspect thing. It's on the list. However, that's assuming that your "64px" tileset is in fact 16x16, and not the 8x8 the 64px figure woudl require; that's the only thing that fits with your other numbers. If it isn't, then there's another bug somewhere.
- I've asked Toady to make the zoom factor configurable. We'll see what he does. Personally, I'd think 200% was way too much, so it can't be hardcoded.

jaked122:

Look me up in IRC sometime; freenode, rizon or #bay12games, and I'll try to give you some hints. I've got the same nick there. Or just show up in #haskell on freenode; they're very helpful.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 29, 2009, 05:35:35 pm
Uh, no, sorry. I meant 64x64 pixels per tile.
As for the zoom I did some testing and yeah, 200% would be too much... silly me :P Still, the current zooming speed is just unnecessarily slow.

BTW, would adding a RMB view panning pose a big problem? It would go extremely well with the zoom feature.
The current "click-to-move-the-view" is unwieldy and only works when issuing commands. (yeah, this is probably a question to Toady...)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 29, 2009, 06:05:18 pm
..64x64? Are you insane, man?  :o

Oh well, bug is in any case fixed. It should work nicely in d15.


Right-click panning would be nice, but that is indeed a question for toady; you should post in the suggestions forum for that one.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 29, 2009, 07:24:16 pm
..64x64? Are you insane, man?  :o

I have a zoom function and I'm not afraid to use it!
Title: Re: FotF: Dwarf Fortress 40d14
Post by: JoeCarrot on August 30, 2009, 01:15:46 am
Am I missing something? I am on os x 10.4, but the df 'script' is just a black terminal with an exec in it. No clear way to run it.

Thanks,
Joe
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Calitar on August 30, 2009, 02:57:44 am
I'm experiencing a bug that isn't on that list. Whenever I'm entering text (like with naming dwarves) I can't seem to delete the text. Both backspace and delete don't work. Makes it very annoying when I make a typo. I'm using an intel mac running OS 10.4

EDIT: Also, this bug does not appear in vanilla Dwarf Fortress.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Calitar on August 30, 2009, 03:07:02 am
Am I missing something? I am on os x 10.4, but the df 'script' is just a black terminal with an exec in it. No clear way to run it.

Thanks,
Joe

Double-clicking on the df script should work, but if not try this:
Right-click on df -> 'open with' -> 'other' (assuming terminal isn't on that list) -> switch 'Recommended Applications' to 'All Applications' -> scroll through your Applications list and open up the 'utilities' directory -> select Terminal (you can also check 'Always Open With' if you like) -> click 'Open' and you should be good.

I hope that helps you. I tried to be as clear and as descriptive as possible.

Also, sorry about the double post. I wanted to make this separate from my bug report post.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 30, 2009, 04:41:44 am
I'm experiencing a bug that isn't on that list. Whenever I'm entering text (like with naming dwarves) I can't seem to delete the text. Both backspace and delete don't work. Makes it very annoying when I make a typo. I'm using an intel mac running OS 10.4

EDIT: Also, this bug does not appear in vanilla Dwarf Fortress.
OS X uses a different keycode for backspace than the rest of the universe, which confuses DF. It's fully fixable, but I can't fix it since I don't have an OS X machine.. there are instructions for how to do it somewhere in the thread, though; use the thread search function.

On that note, I'll try to get the default fixed in d15.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 30, 2009, 04:48:24 am
..better yet, you fix it, then post your interface.txt here. Otherwise I can never be sure it's working.

To get it fixed, enter the keybindings menu, then press tab to get to the text entry: backspace entry, then right to pick.. uh, one of "add unicode" or "add scancode"; unicode would work best if it works at all, but it might not. You'll have to experiment.

After that, if it works, post interface.txt here. If you're fast, it might make it into d15; if not, not, but at least you'll have it fixed yourself.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Calitar on August 30, 2009, 05:21:39 am
Well that was an easy fix. Thanks! I posted the contents of my interface.txt to pastebin here: http://pastebin.com/m742e244f (http://pastebin.com/m742e244f). I hope it helps. If you need me to post it someplace else, let me know. I couldn't figure out how to post it directly here.

EDIT: I messed up and didn't save my changes. Give me a minute.
EDIT2: OK. I THINK this should be the right one: http://pastebin.com/m282b2ed1 Let me know if you need anything else. Unless I'm missing something it seems the only change is adding [KEY:Delete] under [BIND:STRING_A000] and [KEY:Backspace]
In other words it's like this:
Code: [Select]
[BIND:STRING_A000]
[KEY:Backspace]
[KEY:Delete]
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 30, 2009, 05:42:12 am
pastebin messed up the non-ascii characters, as usual - but that's fine; you're right, the delete binding is the only one required. I just had to make sure that was the one.

I got your version off to toady well before the DF compile was completed, so it'll probably be the default in d15.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Calitar on August 30, 2009, 05:48:39 am
pastebin messed up the non-ascii characters, as usual - but that's fine; you're right, the delete binding is the only one required. I just had to make sure that was the one.

I got your version off to toady well before the DF compile was completed, so it'll probably be the default in d15.
Glad I could contribute in a small way. :)

Not to take the thread OT, but do you know someplace better than pastebin I could post something like that? The site obviously isn't designed for that kind of thing (hence why their diff seems to cap out at 1000 lines).
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Caz on August 30, 2009, 05:49:52 am
40d14 makes me happy.

No problems yet, although I notice if I zoom with the mousewheel I can never get it back to 100%, that is, that the tiles always seem to be skewed wrong and start looking horrible and blurry.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 30, 2009, 05:57:20 am
Calitar: I always use my own web-server for this. Instead of using a hardware router, use a linux machine for the router - so you have a PC with a public IP. That gives you a lot more options, like running 6to4 IPv6 access on it, and running a web server on it.

Caz: You're *supposed* to reset the zoom using F11/F12.. um, one of them. I don't entirely recall which is the default.

That said, I've patched d15 so it'll also be possible to get back to 1:1 via the wheel. It just keeps track of how many times you've zoomed, so when it's at 0 it explicitly resets the zoom to 1:1. (Otherwise, FP inaccuracies tend to make that impossible)
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Mike Mayday on August 30, 2009, 06:20:01 am
F11 is for fulscreen switch
F12 doesn't reset the zoom, it resets the tilegrid size. I don't think there is a switch for resetting the zoom at all.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Toady One on August 30, 2009, 06:58:47 am
What about F10?  Did that do it?  I had something do it for me.

Windows: http://www.bay12games.com/dwarves/df_28_181_40d15_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d15_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d15_osx.tar.bz2
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Baughn on August 30, 2009, 07:09:16 am
The 800x600 tileset in that bundle is marked as using transparency, when in fact it doesn't. This causes graphical weirdness when it's used. Lots of pink, mainly.

I've uploaded a fixed version to http://brage.info/~svein/curses_800x600.png
Title: Re: FotF: Dwarf Fortress 40d15
Post by: smjjames on August 30, 2009, 07:41:11 am
There is a problem with F11 key sometimes though. At least for me when I use Mayday graphics 40D11. When I use it in windowed mode, it causes a crash, I forget the specifics. Since I would sometimes accidentially hit it when I meant to press something else, I set it to a key combination that I wouldn't use, namely ctrl+` .

Since you guys were talking about the F11 key, I just thought I would input a possible related problem.

I know this is for testing 40D15, but any info is useful I guess.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Veroule on August 30, 2009, 07:47:58 am
My apologies for not getting to any fixes or improvments this time around.  The only thing on my bug list was a crash that I could never replicate.  I will be testing for it again with D15.  The only improvment that is on my list as being required is closing the multi-macro infinite loop condition.

Regarding the Mac issue with Backspace, I didn't add Delete to the default a while ago because I figured at some point we would be able to cursor around in the notes, inserting and deleting characters in the middle.  If we get to that point we will want to have distinct backspace and delete keys.

The other reported matter was using Shift+Add for SecondScroll PGDN.  This again is something I can not set the defaults to handle.  The defaults have to use the Unicode translation on + for the SecondScroll Down.  The Shift+Add key combination maps to the same as + through the Unicode translation.  The bindings can be remapped to make the required distinctions, but doing so becomes more keyboard specific then the defaults can be.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Caz on August 30, 2009, 08:31:41 am
Caz: You're *supposed* to reset the zoom using F11/F12.. um, one of them. I don't entirely recall which is the default.


oh  :(
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Taritus on August 30, 2009, 08:57:09 am
The 800x600 tileset in that bundle is marked as using transparency, when in fact it doesn't. This causes graphical weirdness when it's used. Lots of pink, mainly.

I've uploaded a fixed version to http://brage.info/~svein/curses_800x600.png (http://brage.info/%7Esvein/curses_800x600.png)

It seems there're still some problems with the tileset you uploaded.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Mike Mayday on August 30, 2009, 09:17:31 am
Still having problems with the tilegrid.
64x64pixel tiles, desired resolution 1280x1024, fullscreen.

This time, the game starts as 80x25 instead of 80x64. Blackspace works, so the aspect is preserved.
I can increase the tilegrid size freely but when I try to decrease it it won't get lower than 80x55 (?!)
Increasing the tilegrid from that point results in more than 80. Decreasing then gives 80X60 and then again 80x55.

The zooming speed regulation doesn't work for me (at least, I do not notice any difference between 1.001 and 1.999)
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Pato2747 on August 30, 2009, 09:48:04 am
Well, it seems that 40d15 has effectively solved any problems I had with the previous d# versions. It's working perfectly fine and I don't see any kind of problems so far.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 09:52:01 am
Mike_Mayday: I must admit, I never tested with tilesets sufficiently huge that 80x25 doesn't fit on the screen. Can you tell me where you got yours, so I can?

Taritus: I noticed. I've updated it, so if you re-download, it will now.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Wartender on August 30, 2009, 10:15:30 am
DF doesn't work for me, when i open it in the terminal, it asks me if i want it windowed or not, and no matter what i answer, it crashes.

Running ubuntu linux 9.04 on a P4 3.07Ghz

typing ./dwarfort in the terminal returns a segmentation fault...

edit: using df 40d15, also did this with d14 and d13
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Xgamer4 on August 30, 2009, 10:43:00 am
My problem's just weird. If I start DF, get to the main menu, and then immediately quit, X crashes. But if I go to start a game or anything and then exit, the program exits gracefully. What information would you like to try and troubleshoot that?

Fedora 11 x64 is the OS.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: themel on August 30, 2009, 10:45:31 am
A couple of comments on d15: First, what's the point of your shell hack in df? It moves libSDL_image away on my system where it's needed. Shouldn't your check be BEFORE you amend the LD_LIBRARY_PATH?

Also, full screen mode with GRAPHICS:NO has very weird colors, and some text is unreadable. See screen shot:
Spoiler (click to show/hide)

GRAPHICS:YES and windowed work fine, though. This is current Debian Sid, x86_64, NVIDIA 185.18.31.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 10:50:07 am
Wartender: I have no idea what's with that. It seems to work.. hm, paste your glxinfo output, I guess.

Xgamer: The only thing that can possibly be is a buggy kernel/X/gpu driver. Fedora does have a tendency to ship with the "latest and greatest" (read: buggy) software; either way, if X crashes, that's not DF's fault. At least you have a workaround.

themel: Er... yeah. Probably a good idea. Your weird colors are due to curses_800x600.png having been converted wrong, and there's a new version back a page or two that you can use.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Mike Mayday on August 30, 2009, 10:54:27 am
Mike_Mayday: I must admit, I never tested with tilesets sufficiently huge that 80x25 doesn't fit on the screen. Can you tell me where you got yours, so I can?

Taritus: I noticed. I've updated it, so if you re-download, it will now.
I just increased my normal 16x16px tileset four times.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Wartender on August 30, 2009, 11:08:53 am
here's my glxinfo
Code: [Select]
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,
    GLX_NV_present_video, GLX_NV_multisample_coverage
GLX version: 1.3
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB,
    GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 8600GS/PCI/SSE2
OpenGL version string: 3.0.0 NVIDIA 180.44
OpenGL shading language version string: 1.30 NVIDIA via Cg compiler
OpenGL extensions:
    GL_ARB_color_buffer_float, GL_ARB_depth_buffer_float,
    GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_instanced,
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,
    GL_ARB_framebuffer_object, GL_ARB_geometry_shader4, GL_ARB_imaging,
    GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture,
    GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shadow,
    GL_ARB_shader_objects, GL_ARB_shading_language_100,
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
    GL_ARB_texture_compression, GL_ARB_texture_cube_map,
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
    GL_ARB_texture_env_dot3, GL_ARB_texture_float,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_transpose_matrix,
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,
    GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,
    GL_EXT_blend_color, GL_EXT_blend_equation_separate,
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
    GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_bindable_uniform,
    GL_EXT_depth_bounds_test, GL_EXT_direct_state_access,
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
    GL_EXT_framebuffer_object, GL_EXTX_framebuffer_mixed_formats,
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object,
    GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,
    GL_EXT_texture_array, GL_EXT_texture_buffer_object,
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc,
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB,
    GL_EXT_texture_swizzle, GL_EXT_texture_shared_exponent,
    GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,
    GL_NV_depth_buffer_float, GL_NV_conditional_render, GL_NV_depth_clamp,
    GL_NV_explicit_multisample, GL_NV_fence, GL_NV_float_buffer,
    GL_NV_fog_distance, GL_NV_fragment_program, GL_NV_fragment_program_option,
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,
    GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_half_float,
    GL_NV_light_max_exponent, GL_NV_multisample_coverage,
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query,
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object,
    GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart,
    GL_NV_register_combiners, GL_NV_register_combiners2,
    GL_NV_texgen_reflection, GL_NV_texture_compression_vtc,
    GL_NV_texture_env_combine4, GL_NV_texture_expand_normal,
    GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2,
    GL_NV_texture_shader3, GL_NV_transform_feedback, GL_NV_vertex_array_range,
    GL_NV_vertex_array_range2, GL_NV_vertex_program, GL_NV_vertex_program1_1,
    GL_NV_vertex_program2, GL_NV_vertex_program2_option,
    GL_NV_vertex_program3, GL_NVX_conditional_render, GL_SGIS_generate_mipmap,
    GL_SGIS_texture_lod, GL_SGIX_depth_texture, GL_SGIX_shadow,
    GL_SUN_slice_accum

84 GLX Visuals
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x24 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x25 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x27 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x29 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x2a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x2b 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x2c 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x2d 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x2e 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x2f 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x30 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x31 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x32 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x33 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x34 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x35 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x36 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x37 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0x38 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0x39 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0x3a 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0x3b 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0x3c 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0x3d 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0x3e 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0x3f 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x40 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x41 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x42 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x43 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x44 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x45 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x46 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x47 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x48 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x49 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x4a 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x4b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x4c 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x4d 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x4e 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x4f 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x50 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x51 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x52 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0x53 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0x54 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0x55 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0x56 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0x57 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0x58 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0x59 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0x23 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x5a 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x5b 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x5c 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x5d 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x5e 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x5f 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x60 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x61 32 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x62 32 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x63 32 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x64 32 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x65 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x66 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x67 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x68 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x69 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x6a 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x6b 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x6c 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x6d 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0x6e 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0x6f 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0x70 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0x71 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0x72 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0x73 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0x74 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon

140 GLXFBConfigs:
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x75  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x76  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x77  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x78  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x79  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x7a  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x7b  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x7c  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x7d  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x7e  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x7f  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x80  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x81  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x82  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0x83  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x84  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0x85  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x86  0 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x87  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x88  0 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x89  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x8a  0 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x8b  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x8c  0 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x8d  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x8e  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x8f  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x90  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x91  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x92  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x93  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x94  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x95  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x96  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0x97  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x98  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0x99  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x9a  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0x9b  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x9c  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0x9d  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0x9e  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0x9f  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0xa0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0xa1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0xa2  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0xa3  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0xa4  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0xa5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0xa6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0xa7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0xa8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0xa9  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0xaa  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0xab  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0xac  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0xad  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0xae  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0xaf  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0xb0  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0xb1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0xb2  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0xb3  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None
0xb4  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None
0xb5  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0xb6  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0xb7  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0xb8  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0xb9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0xba  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0xbb  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0xbc  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0xbd  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon
0xbe  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon
0xbf  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon
0xc0  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon
0xc1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0xc2  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0xc3  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0xc4  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0xc5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon
0xc6  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon
0xc7  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon
0xc8  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon
0xc9  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None
0xca  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None
0xcb  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None
0xcc  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None
0xcd  0 sg  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0xce  0 sg  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0xcf  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  0 16 16 16 16  0 0 None
0xd0  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  8 16 16 16 16  0 0 None
0xd1  0 sg  0 32  0 r  .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None
0xd2  0 sg  0 32  0    .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None
0xd3  0 sg  0 32  0 r  y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None
0xd4  0 sg  0 32  0    y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None
0xd5  0 sg  0 32  0 r  .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None
0xd6  0 sg  0 32  0    .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None
0xd7  0 sg  0 32  0 r  y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None
0xd8  0 sg  0 32  0    y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None
0xd9  0 sg  0 64  0 r  .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None
0xda  0 sg  0 64  0    .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None
0xdb  0 sg  0 64  0 r  y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None
0xdc  0 sg  0 64  0    y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None
0xdd  0 sg  0 128  0 r  .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None
0xde  0 sg  0 128  0    .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None
0xdf  0 sg  0 128  0 r  y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None
0xe0  0 sg  0 128  0    y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None
0xe1  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None
0xe2  0 sg  0 32  0    .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None
0xe3  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None
0xe4  0 sg  0 32  0    y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None
0xe5  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None
0xe6  0 sg  0 32  0    .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None
0xe7  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None
0xe8  0 sg  0 32  0    y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None
0xe9  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None
0xea  0 sg  0 32  0    .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None
0xeb  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None
0xec  0 sg  0 32  0    y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None
0xed  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None
0xee  0 sg  0 32  0    .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None
0xef  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None
0xf0  0 sg  0 32  0    y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None
0xf1  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None
0xf2  0 sg  0 64  0    .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None
0xf3  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None
0xf4  0 sg  0 64  0    y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None
0xf5  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None
0xf6  0 sg  0 64  0    .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None
0xf7  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None
0xf8  0 sg  0 64  0    y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None
0xf9  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None
0xfa  0 sg  0 128  0    .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None
0xfb  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None
0xfc  0 sg  0 128  0    y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None
0xfd  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None
0xfe  0 sg  0 128  0    .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None
0xff  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None
0x100  0 sg  0 128  0    y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None
sorry for code i didn't see how to attach a file  :P
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 11:28:40 am
Try grabbing the newest 40d15-head from the first post, and see if that fixes it. Or, if it doesn't, what output you get; it's compiled in debug mode, so you should get some.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Wartender on August 30, 2009, 11:33:30 am
same crash, no output, no nothing  :(
edit: here's the output i get:
Code: [Select]
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
Using OpenGL output path with client-side arrays
Segmentation fault
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 11:46:52 am
Ok. From a terminal, before you start df with ./df, run "ulimit -c unlimited".

Then, running df, the segmentation fault message should alter to "segmentation fault (core dumped)". At this point, there should be a file named core.something, or possibly just core; upload that somewhere I can get to it, and I might be able to do something.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Wartender on August 30, 2009, 12:58:29 pm
http://uploading.com/files/K32SOTZR/core.html
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 01:59:25 pm
Okay, that didn't really work.
You're going to have to provide the backtrace yourself.. well, try anyway.

Procedure (in DF directory):
sudo apt-get install gdb
export LD_LIBRARY_PATH=./libs
gdb dwarfort.exe
run

..the game should (fail to) start, and gdb should print a backtrace. If it doesn't, type bt to make it do so. Also type "info frame" to show some extra information on the topmost call frame.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Wartender on August 30, 2009, 02:12:14 pm
here's what i got
Code: [Select]
GNU gdb 6.8-debian
Copyright (C) 2008 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 "i486-linux-gnu"...
(no debugging symbols found)
(gdb) run
Starting program: /home/luca/df_linux/dwarfort.exe
(no debugging symbols found)
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread 0xb59b2770 (LWP 14189)]
/home/luca/.themes/Dust/gtk-2.0/gtkrc:719: Murrine configuration option "highlight_ratio" will be deprecated in future releases. Please use "highlight_shade" instead.
/home/luca/.themes/Dust/gtk-2.0/gtkrc:720: Murrine configuration option "lightborder_ratio" will be deprecated in future releases. Please use "lightborder_shade" instead.
[New Thread 0xb5683b90 (LWP 14192)]
[New Thread 0xb08f0b90 (LWP 14193)]
[New Thread 0xb00efb90 (LWP 14194)]
[Thread 0xb08f0b90 (LWP 14193) exited]
[Thread 0xb00efb90 (LWP 14194) exited]
[New Thread 0xb00efb90 (LWP 14195)]
[New Thread 0xb08f0b90 (LWP 14196)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb00efb90 (LWP 14195)]
0x000066ba in ?? ()
(gdb) bt
#0  0x000066ba in ?? ()
#1  0xb491691c in ?? () from /usr/lib/libpulse.so.0
#2  0xb49063c0 in pa_mainloop_poll () from /usr/lib/libpulse.so.0
#3  0xb4907d43 in pa_mainloop_iterate () from /usr/lib/libpulse.so.0
#4  0xb4907e14 in pa_mainloop_run () from /usr/lib/libpulse.so.0
#5  0xb49166c3 in ?? () from /usr/lib/libpulse.so.0
#6  0xb4940ef2 in ?? () from /usr/lib/libpulse.so.0
#7  0xb6dc24ff in start_thread () from /lib/tls/i686/cmov/libpthread.so.0
#8  0xb6eb949e in clone () from /lib/tls/i686/cmov/libc.so.6
(gdb) info frame
Stack level 0, frame at 0xb00ef150:
 eip = 0x66ba; saved eip 0xb491691c
 called by frame at 0xb00ef190
 Arglist at 0xb00ef148, args:
 Locals at 0xb00ef148, Previous frame's sp is 0xb00ef150
 Saved registers:
  ebp at 0xb00ef148, eip at 0xb00ef14c

Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 03:57:09 pm
It appears we're not playing nice with pulseaudio.

I'll look at it later; for now, turn off sound.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: fnool on August 30, 2009, 03:58:37 pm
I'm running Windows 7 on my MBP. Doesn't launch at all for me. Shows up briefly in task manager and promptly vanishes. I'll give the OS X version a shot later.

40d runs without any issues.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 04:03:07 pm
Fnool, you try turning off sound too. I have a hunch.. probably won't work, but...
Title: Re: FotF: Dwarf Fortress 40d15
Post by: fnool on August 30, 2009, 04:12:59 pm
Aha! Yeah, now it's playing nice. Probably should have tooled around in the init before reporting back.

Cheers! I'll post my impressions in a bit.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 04:30:34 pm
That's not so good.

..fmodex has been the cause of mostly headaches. SDL has its own sound output system... I think I'll rip out fmodex and just use libogg instead, feeding it to SDL. That should be much stabler.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: dragon0421 on August 30, 2009, 04:32:59 pm
Can I install Mike Mayday's tileset on this version? And if so, how do I?
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Mike Mayday on August 30, 2009, 04:49:05 pm
Copy the whole raws folder replacing the old one, do the same with data/art and edit init.txt to make the game use proper files.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: dragon0421 on August 30, 2009, 05:10:28 pm
Copy the whole raws folder replacing the old one, do the same with data/art and edit init.txt to make the game use proper files.

Great to hear it straight from the source, thanks! And keep up the great work!
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Wartender on August 30, 2009, 05:35:17 pm
here's what happened when i turned sound off.
segmentation fault again, but when i ran it with gdb, segmentation fault but the window didn't close.
Code: [Select]
GNU gdb 6.8-debian
Copyright (C) 2008 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 "i486-linux-gnu"...
(no debugging symbols found)
(gdb) run
Starting program: /home/luca/df_linux/dwarfort.exe
(no debugging symbols found)
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread 0xb59bd770 (LWP 4338)]
/home/luca/.themes/Dust/gtk-2.0/gtkrc:719: Murrine configuration option "highlight_ratio" will be deprecated in future releases. Please use "highlight_shade" instead.
/home/luca/.themes/Dust/gtk-2.0/gtkrc:720: Murrine configuration option "lightborder_ratio" will be deprecated in future releases. Please use "lightborder_shade" instead.
[New Thread 0xb568eb90 (LWP 4341)]
[New Thread 0xb08fbb90 (LWP 4342)]
[New Thread 0xb00fab90 (LWP 4343)]
[Thread 0xb08fbb90 (LWP 4342) exited]
[Thread 0xb00fab90 (LWP 4343) exited]
[New Thread 0xb00fab90 (LWP 4346)]
[New Thread 0xb08fbb90 (LWP 4347)]
Using OpenGL output path with client-side arrays

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb59bd770 (LWP 4338)]
0xb70a16cc in textures::upload_textures () from libgraphics.so
Current language:  auto; currently asm
(gdb) bt
#0  0xb70a16cc in textures::upload_textures () from libgraphics.so
#1  0xb70a2608 in enablerst::loop () from libgraphics.so
#2  0xb70a321a in main () from libgraphics.so
#3  0xb6df6775 in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6
#4  0x0804df91 in ?? ()
(gdb) info frame
Stack level 0, frame at 0xbf8673e0:
 eip = 0xb70a16cc in textures::upload_textures(); saved eip 0xb70a2608
 called by frame at 0xbf8674b0
 source language asm.
 Arglist at unknown address.
 Locals at unknown address, Previous frame's sp is 0xbf8673e0
 Saved registers:
  ebx at 0xbf8673cc, ebp at 0xbf8673d8, esi at 0xbf8673d0, edi at 0xbf8673d4,
  eip at 0xbf8673dc
:(:(:(:(:(
Title: Re: FotF: Dwarf Fortress 40d15
Post by: MCD on August 30, 2009, 05:42:05 pm
40d15 seems to be working much better (XP with nVidia 8800GT)... no issues noticed so far.
The jerkiness of the previous version is gone, but it isn't obviously faster. I'll compare the FPS, and see if any of the advanced options work now. I like how the window can be set for any size.

The zoom wheel is pretty useless for me, since the characters simply aren't legible when zoomed out. It'd be awesome to have some way of switching tilesets on the fly instead - say, from tiny ascii to normal ascii, and maybe even to some big graphical tileset.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 05:54:57 pm
I was planning to implement SVG tilesets, which should about do that - but I figure I'll wait until Toady has worked out what the "full graphics support" eternal voting thingy means.

Also, he asked me to refrain from adding new features until after the next real release. :P
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Wartender on August 30, 2009, 05:57:42 pm
help :(
dwarf fortress seems like fun...
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Rose on August 30, 2009, 06:03:42 pm
any plans on implementing more blending modes? while the current linear one is ok for zooming in, it seems to act odd when zooming out. however, it could also be a transparency issue
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Gorfob on August 30, 2009, 06:30:43 pm
I was planning to implement SVG tilesets, which should about do that - but I figure I'll wait until Toady has worked out what the "full graphics support" eternal voting thingy means.

Also, he asked me to refrain from adding new features until after the next real release. :P

This would be utterly amazing. I can not wait for the UI + graphics update to this game.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 06:49:04 pm
any plans on implementing more blending modes? while the current linear one is ok for zooming in, it seems to act odd when zooming out. however, it could also be a transparency issue
OpenGL only supports linear blending.

I might try implementing a better one using shaders, but that will have to be after the next major release.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 30, 2009, 06:51:03 pm
help :(
dwarf fortress seems like fun...
I don't really know how to. If upload_textures fails... um, the easiest way would be for me to SSH into your computer and find out what's going on by single-stepping the function, I guess. If you're fine with that, look me up in irc on freenode/rizon/#bay12games; same nick.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Toady One on August 30, 2009, 07:10:54 pm
Windows: http://www.bay12games.com/dwarves/df_28_181_40d16_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d16_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d16_osx.tar.bz2

This should fix up the zoom factor not working and get the pink out of fullscreen.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: smjjames on August 30, 2009, 07:12:46 pm
Two 40D1# versions in one day? heh, I guess that's progress.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: cibbuano on August 30, 2009, 08:16:28 pm
Hi,

Running d15 in Kubuntu on an Acer Aspire 4315: flawless. It's fast and more efficient that the previous versions, it seems. Resizing is unbelievable. It still doesn't work with window effects on, but otherwise, I'm thrilled with this version.



Title: Re: FotF: Dwarf Fortress 40d15
Post by: goffrie on August 30, 2009, 09:40:33 pm
here's what happened when i turned sound off.
segmentation fault again, but when i ran it with gdb, segmentation fault but the window didn't close.
Code: [Select]
GNU gdb 6.8-debian
Copyright (C) 2008 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 "i486-linux-gnu"...
(no debugging symbols found)
(gdb) run
Starting program: /home/luca/df_linux/dwarfort.exe
(no debugging symbols found)
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread 0xb59bd770 (LWP 4338)]
/home/luca/.themes/Dust/gtk-2.0/gtkrc:719: Murrine configuration option "highlight_ratio" will be deprecated in future releases. Please use "highlight_shade" instead.
/home/luca/.themes/Dust/gtk-2.0/gtkrc:720: Murrine configuration option "lightborder_ratio" will be deprecated in future releases. Please use "lightborder_shade" instead.
[New Thread 0xb568eb90 (LWP 4341)]
[New Thread 0xb08fbb90 (LWP 4342)]
[New Thread 0xb00fab90 (LWP 4343)]
[Thread 0xb08fbb90 (LWP 4342) exited]
[Thread 0xb00fab90 (LWP 4343) exited]
[New Thread 0xb00fab90 (LWP 4346)]
[New Thread 0xb08fbb90 (LWP 4347)]
Using OpenGL output path with client-side arrays

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb59bd770 (LWP 4338)]
0xb70a16cc in textures::upload_textures () from libgraphics.so
Current language:  auto; currently asm
(gdb) bt
#0  0xb70a16cc in textures::upload_textures () from libgraphics.so
#1  0xb70a2608 in enablerst::loop () from libgraphics.so
#2  0xb70a321a in main () from libgraphics.so
#3  0xb6df6775 in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6
#4  0x0804df91 in ?? ()
(gdb) info frame
Stack level 0, frame at 0xbf8673e0:
 eip = 0xb70a16cc in textures::upload_textures(); saved eip 0xb70a2608
 called by frame at 0xbf8674b0
 source language asm.
 Arglist at unknown address.
 Locals at unknown address, Previous frame's sp is 0xbf8673e0
 Saved registers:
  ebx at 0xbf8673cc, ebp at 0xbf8673d8, esi at 0xbf8673d0, edi at 0xbf8673d4,
  eip at 0xbf8673dc
:(:(:(:(:(

Try setting WINDOWED:PROMPT. Then it will (should) show you the real issue.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: rhuntar on August 30, 2009, 09:51:24 pm
I cant get DF to export map info at the end of map generation.  Neither in legends mode.  I can get it to export from the ESC screen with export local info.

Not sure how far back this goes.  Anyone else have anything similar?
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Shima on August 30, 2009, 10:00:42 pm
I'm running it windowed, in Windows XP.  I haven't had any major problems with it, but I do notice that performance itself seems to have suffered a bit between d14 and d15.  I can't quite put my finger on it, but it feels much more sluggish.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: fnool on August 30, 2009, 10:15:46 pm
Performance seems better than ever windowed under OS X. I'm especially loving how zooming in/out behaves now.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Diakron on August 30, 2009, 10:26:49 pm
it still seems to have problems with windows Vista i will try to run as an admin and a few technical tricks but vista is hard core against letting programs doing things like autodeceting settings

edit: nothing worked tried all init file changes i knew
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Diakron on August 30, 2009, 10:34:35 pm
40d11 does work perfectly but i wish it was faster however i do not believe d14-15 will work properly with vista. it freezes randomly closes and wont resize. i cant printscreen it so i will diagram the window.
Spoiler (click to show/hide)

its a green window with tab preview while i tab.

out of curiosity could you make a version without screen resizing but with everthing else (possibly exempting zoom too) so i can see if that's the case?
Title: Re: FotF: Dwarf Fortress 40d15
Post by: corvvs on August 30, 2009, 10:56:35 pm
I can't figure out what the difference between zoom methods 1 and 2 is, nor how I'm supposed to tell which one I'm using (I don't see anything change when I click the middle mouse button). Could somebody add an entry to the DF wiki or something?
Title: Re: FotF: Dwarf Fortress 40d15
Post by: nil on August 31, 2009, 01:18:18 am
I don't think the mouse wheel thing is implented yet.  Try "control-f10," you'll see the difference pretty easily (for the record, the other zoom mode can go much closer and auto-centers on the mouse)
Title: Re: FotF: Dwarf Fortress 40d15
Post by: snuflufagus on August 31, 2009, 01:36:08 am
I'm running 40d16 on Vista and startup is fine.  Features like the mouse wheel zoom seem to work.  World gen ran quite a bit faster than I'm used to (40d), but it didn't update visually until it gave me back control (still).  The big thing thus far (granted, 40d# has been consistently getting better) is that there's a lockup in Adventure mode after getting killed.  I ran it a few times to test, but after getting eaten by wolves or whipped to death by mayors, the game won't register any key I press, most notably the escape key.  I haven't checked to see if that's the case everywhere else yet, but so far esc seems to work fine in the menus...
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Diakron on August 31, 2009, 01:40:24 am
snuf can you share your pc specs, display settings, init file, and any comp. modes you have on?

edit: i have tried d14 and d16 on 12 diffrent vista based computers from lower end to a monster of a computer my friend spent over 5k on. all had this effect
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rozen on August 31, 2009, 02:06:27 am
Just starting to play with 40d16. I am getting this error on load:

(http://imgur.com/hrZOP.png)

It seems to work fine after clicking ok, though I've only just embarked. I'll update if something goes screwy.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Diakron on August 31, 2009, 02:09:29 am
linux mac or windows?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on August 31, 2009, 04:12:27 am
df_28_181_40d16_win.zip
This should fix up the zoom factor not working and get the pink out of fullscreen.
Zooming factor working properly, yay! Thank you, kind sir!

I was planning to implement SVG tilesets, which should about do that
OH
MAN
That would be so incredible. How incredible? So.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: bartavelle on August 31, 2009, 06:00:38 am
* could not download that HEAD file
* quitting DF kills my X

Not sure what you would need to debug this. As this should never happen (an app shouldn't be kill X when crashing), it is probably an OS problem.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Baughn on August 31, 2009, 06:04:20 am
40d11 does work perfectly but i wish it was faster however i do not believe d14-15 will work properly with vista. it freezes randomly closes and wont resize. i cant printscreen it so i will diagram the window.
Spoiler (click to show/hide)

its a green window with tab preview while i tab.

out of curiosity could you make a version without screen resizing but with everthing else (possibly exempting zoom too) so i can see if that's the case?
No.. no, I can't. It's too woven in.

However, does it still work badly with black_space on? I may have, uh, forgotten to test with it off.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on August 31, 2009, 06:04:48 am
Just tried 40d16..

At first, it didn't run. Did show up in task manager though, dwarffortress.exe using 45% of a core.

Changing [WINDOWED:PROMPT] to [WINDOWED:YES] or [WINDOWED:NO] both solved this problem.
So it seems the problem here is associated only with the prompt. I'm not a programmer, but could it be that you start up your graphics engine too soon, maybe the prompt needs basic windows something? (Just an uneducated guess)

It runs fine for the rest, although I have no speed improvements compared to original 40d. No speed loss either though.

I warmly applaud for the zoom function.  :)

Only one thing: [BLACKSPACE:YES] no longer works. I tried fiddling with the resolutions, but no matter what I try, I get those ugly stretched tiles. How can I get my blackspace bars back so my rooms are square again? (I don't use grapchics packs. My monitor is 1280x800)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: bartavelle on August 31, 2009, 06:14:32 am
* quitting DF kills my X

Probably related to intel driver.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 06:41:27 am
Martinuzz:

The GL engine is not started until after you click yes/no, so that's not it. Interesting that the message box wouldn't show up, though; it uses some very basic windows functions. I'll take a look at that code again.

Also, please post your complete init.txt.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on August 31, 2009, 06:56:49 am
Spoiler (click to show/hide)

Didn't change anything below that.. On other note, setting [SINGLE_BUFFER:NO] causes bad screen flickering.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 07:29:40 am
Ah.. are you sure it isn't working?

The 800x600 font is not a square font. In fact, it's about as far from square as you get; it's got a 2.4 aspect ratio.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Diakron on August 31, 2009, 11:37:50 am
after quite a bit of fiddling around and a reminder that zoom now works i can play d16 :)
Title: Re: FotF: Dwarf Fortress 40d15
Post by: snooptodd on August 31, 2009, 11:39:42 am
My apologies for not getting to any fixes or improvments this time around.  The only thing on my bug list was a crash that I could never replicate.  I will be testing for it again with D15.  The only improvment that is on my list as being required is closing the multi-macro infinite loop condition.

Regarding the Mac issue with Backspace, I didn't add Delete to the default a while ago because I figured at some point we would be able to cursor around in the notes, inserting and deleting characters in the middle.  If we get to that point we will want to have distinct backspace and delete keys.

The other reported matter was using Shift+Add for SecondScroll PGDN.  This again is something I can not set the defaults to handle.  The defaults have to use the Unicode translation on + for the SecondScroll Down.  The Shift+Add key combination maps to the same as + through the Unicode translation.  The bindings can be remapped to make the required distinctions, but doing so becomes more keyboard specific then the defaults can be.
Are there plans to add conditionals and loops to the macro function. Will this need to wait till the next release/Toady's approval?
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Sizik on August 31, 2009, 12:13:56 pm
I can't figure out what the difference between zoom methods 1 and 2 is, nor how I'm supposed to tell which one I'm using (I don't see anything change when I click the middle mouse button). Could somebody add an entry to the DF wiki or something?

I believe (based on limited experience with d13) that one mode changes the number of tiles in the grid, while the other actually zooms in on the grid. You can tell the difference as the first has the grey border around at all times, and the menu on the left gets longer as you "zoom out".

(P.S. Firefox spell check doesn't recognize grey)

Also,
- 800x600 tileset looking squashed. Fixed by having toady double its height. 1:1 aspect ratio is the only one supported now, and probably always.

Why'd you do that?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on August 31, 2009, 12:16:17 pm
Ah.. are you sure it isn't working?

The 800x600 font is not a square font. In fact, it's about as far from square as you get; it's got a 2.4 aspect ratio.

Quite absolutely sure. With normal DF, I use these settings:

[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]

and

[FULLGRID:80:40]

also, [BLACK_SPACE:YES]

I get no stretched tiles that way, and rooms are square when they should be
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 12:23:30 pm
I see.  ::)

The fact of the matter is, the 800x600 font is meant to be 80x25 at 800x600. When you told DF to use 80x40, you were in fact stretching it. Well, compressing it.

May I suggest you use an actual square font if you want square tiles?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on August 31, 2009, 12:40:42 pm
Uhmm. Before there was an init option to set grid size, I just used [BLACK_SPACE:YES] with the 800x600 bmp.
BLACK_SPACE is what stretches / compresses the font..

The only difference that [FULLGRID:80:40] makes from the standard [80:25] that is that it removes the blackspace bars above and below, to show more of the play area in one screen.

But well.. If that's not possible in this version, I could download a square font.. Unless that means I will have to start using grapchics packs, which I don't want. I like the ASCII.

Where can I get a square font?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on August 31, 2009, 12:43:57 pm
http://www.dwarffortresswiki.net/index.php/List_of_user_character_sets

I recommend Herrbdog's
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on August 31, 2009, 12:59:22 pm
Thanks!
Woohoo square rooms..
One thing however.. I took the 16x16 herrbdog font, but now I see gridlines, and walls are no longer continuous, but segmented.
Is that supposed to look like that?
Spoiler (click to show/hide)

Edit: I kinda like the dwarves with funny Chinese hats
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 01:02:15 pm
There's also one bundled with the game - curses_square_16x16. Though I don't like its quality much.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 01:03:01 pm
Aagh. Not the segmented lines again. I thought I squashed that bug three releases ago.


..back to the salt mines. *sigh*
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on August 31, 2009, 01:05:39 pm
... sorry dude ...  ::)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 01:08:25 pm
init.txt settings, please.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on August 31, 2009, 01:10:43 pm
I think herrbdog just looks like that?  I always had lines with that tileset.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on August 31, 2009, 01:11:26 pm
Here you go..

Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 01:14:27 pm
Oh, thank you Footkerchief.

Yes. Herrbdog's tileset iss supposed to look like that. That's not the bug redux. Phew.

I was quite worried there for a while.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: The_Fool76 on August 31, 2009, 01:40:42 pm
While playing around with the latest version I found myself zooming in and out a LOT. (I <3 that feature)

This got me to thinking, would it be possible, or even advisable, to tie the zoom levels to the hotkeys?
That is to say I could hit f1 to not only center on the main level of the fort but also set the zoom level to one where I can see the whole fort at once.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Wartender on August 31, 2009, 03:00:44 pm
here's what happened when i turned sound off.
segmentation fault again, but when i ran it with gdb, segmentation fault but the window didn't close.
Code: [Select]
GNU gdb 6.8-debian
Copyright (C) 2008 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 "i486-linux-gnu"...
(no debugging symbols found)
(gdb) run
Starting program: /home/luca/df_linux/dwarfort.exe
(no debugging symbols found)
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread 0xb59bd770 (LWP 4338)]
/home/luca/.themes/Dust/gtk-2.0/gtkrc:719: Murrine configuration option "highlight_ratio" will be deprecated in future releases. Please use "highlight_shade" instead.
/home/luca/.themes/Dust/gtk-2.0/gtkrc:720: Murrine configuration option "lightborder_ratio" will be deprecated in future releases. Please use "lightborder_shade" instead.
[New Thread 0xb568eb90 (LWP 4341)]
[New Thread 0xb08fbb90 (LWP 4342)]
[New Thread 0xb00fab90 (LWP 4343)]
[Thread 0xb08fbb90 (LWP 4342) exited]
[Thread 0xb00fab90 (LWP 4343) exited]
[New Thread 0xb00fab90 (LWP 4346)]
[New Thread 0xb08fbb90 (LWP 4347)]
Using OpenGL output path with client-side arrays

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb59bd770 (LWP 4338)]
0xb70a16cc in textures::upload_textures () from libgraphics.so
Current language:  auto; currently asm
(gdb) bt
#0  0xb70a16cc in textures::upload_textures () from libgraphics.so
#1  0xb70a2608 in enablerst::loop () from libgraphics.so
#2  0xb70a321a in main () from libgraphics.so
#3  0xb6df6775 in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6
#4  0x0804df91 in ?? ()
(gdb) info frame
Stack level 0, frame at 0xbf8673e0:
 eip = 0xb70a16cc in textures::upload_textures(); saved eip 0xb70a2608
 called by frame at 0xbf8674b0
 source language asm.
 Arglist at unknown address.
 Locals at unknown address, Previous frame's sp is 0xbf8673e0
 Saved registers:
  ebx at 0xbf8673cc, ebp at 0xbf8673d8, esi at 0xbf8673d0, edi at 0xbf8673d4,
  eip at 0xbf8673dc
:(:(:(:(:(

Try setting WINDOWED:PROMPT. Then it will (should) show you the real issue.
it is WINDOWED:PROMPT (it does ask me whether i want to launch it fillscreen or not)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on August 31, 2009, 03:26:46 pm
Baughn, what is the possibility of supporting APNGs? :D

EDIT: oh oh oh!
Since SVG tilesets ARE a possibility, a little something on how they should work:
Let's say we want to use three tilesets: 16, 32 and 64 px.
Now Until the zoom level is smaller than 200% of the original, the 16px is used. At 200% it's switched to 32, and at 400% it's switched to 64!
Also, can anybody tell me what zooming factor should I use to achieve easy switching between those levels? This would make the display much nicer since 200% is cleanly scaled.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 04:07:38 pm
Obviously, I'd use mip-maps. :P

Oh, and APNGs would be trivial to support. Hand me an APNG tileset, and I'll implement it in half an hour.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: goffrie on August 31, 2009, 04:30:30 pm
it is WINDOWED:PROMPT (it does ask me whether i want to launch it fillscreen or not)

Oh, then it isn't the same as my issue (which also failed in upload_textures). Never mind.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on August 31, 2009, 04:31:31 pm
Oh, and APNGs would be trivial to support. Hand me an APNG tileset, and I'll implement it in half an hour.

HOLY FU...

on it.

EDIT: http://mayday.w.staszic.waw.pl/~mayday/upload/maydayMIX.png
Here. It's both an apng AND it's 64x64 so you can work out the tilegrid size problems :)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 04:40:50 pm
For those of you having trouble running DF at all:

I'm working on adding (quite a considerable bit of) logging to DF, so we can try to track this down. It will take a while, but I'm certain the problems will be solved before the next major DF release.  ;)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on August 31, 2009, 04:42:15 pm
B, I've updated my post above.... puh-leeeeeeeeeze checkitout.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on August 31, 2009, 04:44:21 pm
HOLY FU...

on it.

EDIT: http://mayday.w.staszic.waw.pl/~mayday/upload/maydayMIX.png
Here. It's both an apng AND it's 64x64 so you can work out the tilegrid size problems :)

Wow, that high-res dwarf looks great.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 04:49:55 pm
Oh, and APNGs would be trivial to support. Hand me an APNG tileset, and I'll implement it in half an hour.

HOLY FU...

on it.

EDIT: http://mayday.w.staszic.waw.pl/~mayday/upload/maydayMIX.png
Here. It's both an apng AND it's 64x64 so you can work out the tilegrid size problems :)
I'll work on the tilegrid issues.

But are you sure that's a valid apng? I don't see any animation in firefox, whereas the wikipedia demonstrative apng works; also, opening it in gimp gives me a corruption warning from libpng. What did you use to make it?

EDIT: Oh, wait, I see animation now. That was not overly obvious.. okay, I'll see what I can do with this.

(Also, although implementation would be about half an hour (at a guess), I'm going to sleep now.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on August 31, 2009, 04:51:14 pm
ah, dang.
It shows properly as an animation in MY firefox.
I used a gif->apng converter since my copy of photoshop doesn't support apngs.
I need to look up a plugin, can't seem to find it by basic googling.

EDIT: the only animation is the dwarf blinking. Maybe that's why you didn't notice? I did it real quick so it's nothing compared to the wonderful possibilities.
EDIT2: there you go ;) Sleep tight!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on August 31, 2009, 05:11:59 pm
Implementing this via apng would be hard, since it'd need a patched libpng.

Instead, can you provide a .gif or .mng? (I can't seem to find any programs capable of reading apngs on my system other than firefox, which doesn't help.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on August 31, 2009, 05:15:41 pm
http://mayday.w.staszic.waw.pl/~mayday/upload/maydayMIX.gif
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on August 31, 2009, 05:40:41 pm
Doublepost to draw B's attention:
here's something less horrible for more convenient testing:
http://mayday.w.staszic.waw.pl/~mayday/upload/herrb.gif
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rozen on August 31, 2009, 05:44:22 pm
Oh dear, I just annoyed myself. ::) That is on a Mac 10.5.7...

Just starting to play with 40d16. I am getting this error on load:
Spoiler (click to show/hide)
It seems to work fine after clicking ok, though I've only just embarked. I'll update if something goes screwy.
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Veroule on August 31, 2009, 08:10:29 pm
Are there plans to add conditionals and loops to the macro function. Will this need to wait till the next release/Toady's approval?
I don't have any plans to make a more complex scripting language out of it.  Loops already exist.  Any entry in a macro can be repeated up to 255 times.  More complex loops can be done rather easily by having one macro call another a certain number of times.  Infinite loops can be achieved by having a macro call itself.

Conditionals would start to need variables and access to more portions of the private DF code.   I think Toady would agree with me that such levels of programming are not really necessary for playing the game.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Malicus on August 31, 2009, 08:28:51 pm
I don't know if this is something that sprang up in an earlier version, since I've mostly been playing d12.  I downloaded d16 today to try it, and after copying over the init.txt by hand (as in, changing the relevant things, not just copying one file onto another), and one of the things I copied over from d12 was changing SINGLE_BUFFER:NO to :YES -- though it's not even mentioned in the descriptive text above it, so should it even be there?  Anyway, I then tried running d16, and the graphics became EXTREMELY laggy -- 13 seconds or so per graphical update, even though the FPS meter wasn't indicating this.  I could still change selections on the menu (as in, move to "quit"), but this wasn't shown anywhere near right away.

Changing back to SINGLE_BUFFER:NO or removing it from the init.txt entirely seemed to fix this for me, though I'm still wondering why that happened, and why it didn't happen in d12.

Edit: I second this question:
Also,
- 800x600 tileset looking squashed. Fixed by having toady double its height. 1:1 aspect ratio is the only one supported now, and probably always.

Why'd you do that?

I had to copy the 800x600 tileset from d12, because that doubled tileset was just HUGE, and I don't see what was gained from making it larger.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Eduren on August 31, 2009, 08:31:50 pm
Does "translucent tilesets" mean that you can see things that are under miasma/smoke/steam? Or does that entail more than changing tilesets?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on August 31, 2009, 08:36:18 pm
Does "translucent tilesets" mean that you can see things that are under miasma/smoke/steam? Or does that entail more than changing tilesets?

No, it won't do anything as fancy as that.  It mainly means that tiles can have areas that are semi-transparent to the tile background color, rather than being forced to be either totally transparent or totally opaque.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: rud on August 31, 2009, 10:17:53 pm
zooming is working great, everything runs fast, and my autohotkey scripts that broke in d14 are working again in d16. 
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SoggyDog on September 01, 2009, 12:06:14 am
zooming is working great, everything runs fast, and my autohotkey scripts that broke in d14 are working again in d16. 

I've been a supporter/contributor to the AutoHotkey Forum (http://www.AutoHotkey.com/forum) for years;
The only Dwarf Fortress thread I've seen there, I started myself a month or so ago [link] (http://www.autohotkey.com/forum/viewtopic.php?t=47283).

What functions/actions do your scripts perform?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: The_Fool76 on September 01, 2009, 12:54:42 am
Just thought I'd note that the GIMP can save .mng files.
(Can't load them though, oddly enough.)
Title: Re: FotF: Dwarf Fortress 40d15
Post by: Michael on September 01, 2009, 01:00:30 am
I was planning to implement SVG tilesets, which should about do that - but I figure I'll wait until Toady has worked out what the "full graphics support" eternal voting thingy means.
A single SVG tileset would be an improvement over a single bitmap, but still would not be nearly as good as multiple alternative bitmaps.

TrueType would be an improvement on SVG, because of the hinting system.   I know offhand of three free-beer monospace fonts with the full CP437 repertoire used by standard DF, and WinXP comes with a fourth.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 01, 2009, 01:25:19 am
I don't know if this is something that sprang up in an earlier version, since I've mostly been playing d12.  I downloaded d16 today to try it, and after copying over the init.txt by hand (as in, changing the relevant things, not just copying one file onto another), and one of the things I copied over from d12 was changing SINGLE_BUFFER:NO to :YES -- though it's not even mentioned in the descriptive text above it, so should it even be there?  Anyway, I then tried running d16, and the graphics became EXTREMELY laggy -- 13 seconds or so per graphical update, even though the FPS meter wasn't indicating this.  I could still change selections on the menu (as in, move to "quit"), but this wasn't shown anywhere near right away.

Changing back to SINGLE_BUFFER:NO or removing it from the init.txt entirely seemed to fix this for me, though I'm still wondering why that happened, and why it didn't happen in d12.
SINGLE_BUFFER was broken on d12 - it was always off. That it apparently isn't useful to you is a different matter; it rarely is, except for a few rare people.
Quote
Edit: I second this question:
Also,
- 800x600 tileset looking squashed. Fixed by having toady double its height. 1:1 aspect ratio is the only one supported now, and probably always.

Why'd you do that?

I had to copy the 800x600 tileset from d12, because that doubled tileset was just HUGE, and I don't see what was gained from making it larger.
Because it's the 800x600 tileset, not the 800x300 tileset. You may be right that it looks better as an 800x300 tileset, but that is not what it says on the box.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: BurnedToast on September 01, 2009, 02:19:42 am
I just downloaded 40d16 to test it out. I changed my max FPS to 500, and the beginning movie ran at 250 fps instead of the 100 it's supposed to run at :o

Furthermore, in-game it ran slightly over 600 fps rather then 500 where it was supposed to be capped.

the function keys also didn't seem to work, at least in fullscreen mode.

I'm running it mostly as-is, the only changes I made in the ini was the fps cap to 500, FPS:YES, turned weather and temp off, and set the popcap to 50.

I apologize if this has been reported before, I checked the 10 or so most recent pages and skimmed the rest and didn't notice anything about it.

Edit: Ok, the function keys was my keyboard not DF. The FPS issue remains, though.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Malicus on September 01, 2009, 02:48:31 am
Because it's the 800x600 tileset, not the 800x300 tileset. You may be right that it looks better as an 800x300 tileset, but that is not what it says on the box.

*compares the images*  Huh.  So it is.  Perhaps it should have just been renamed to that instead of being blown up?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ventuz on September 01, 2009, 02:59:15 am
Using 40d16, it doesn't let me use ESC on death in adventure mode.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Malor on September 01, 2009, 03:28:27 am
third or fourth edit: ok, pictures fixed.  They're really big, but this bbcode version doesn't seem to accept scaling information in the img tag, and my Firefox seems to be displaying them way larger than they actually are (2560x1600).  So I'd suggest saving them locally and looking at them -- they're a pain in the forum.  Sorry!

I'm seeing different behavior on Vista with 15 and 16 than I did with 14 for windowed zooming; it doesn't work very well for me anymore.

I have a giant monitor, 30", running at 2560x1600.  In release 14, I would run in windowed mode, simply scroll the standard DF screen at the beginning to near full-size, and then back it off a bit.  This is kind of like running fullscreen, in that the letters are very large, but I get the full widescreen, and I can back off the zoom when I need to see more stuff. 

In 15 and 16, I don't seem to be able to zoom UP, only DOWN.  It scrolls larger like maybe one click, and then starts moving the image progressively toward the center of the screen without changing the size further.   When I'm running DF itself, full zoom out looks like it did on 14, and then as I zoom in it looks normal until, I think, it hits the point that it would start to magnify letters.  At that point, the screen steadily shrinks, as it realizes that it doesn't have as much room to display data anymore.  The actual letters don't get bigger, the game just THINKS they get bigger, so I end up with a tiny viewport in the center of my screen, surrounded by blackness. 

Here's an image of what it should look like, and how .14 works:

Spoiler (click to show/hide)

Here's an image of what it looks like, fully zoomed in, with 15 or 16:

Spoiler (click to show/hide)

Aha!  I thought.  Maybe I should just be using that other type of scrolling he keeps referring to.  So I tried hitting control-F10 and zooming all the way in, and voila:

Spoiler (click to show/hide)

Help?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Topace3k on September 01, 2009, 03:39:02 am
Using 40d16, it doesn't let me use ESC on death in adventure mode.

Getting the same problem here.

I like the zoom feature, though.  Keep up the good work.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Bel-Shamharoth on September 01, 2009, 09:05:56 am
Upcoming features :
Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Corhal1 on September 01, 2009, 09:59:59 am
Going into legends mode seems to get stuck quite often. When its stuck DF takes up quite a bit of the CPU usage but doesn't seem to do anything. If I hit the X to close it it'll eventually go into the menu and I can return to the game, at which point it starts loading the historical sites/figures etc and goes into legends without a problem.

that's running the D16 linux version
Title: Re: FotF: Dwarf Fortress 40d16
Post by: tigrex on September 01, 2009, 11:38:58 am
I'm absolutely loving this version.  The zoom feature is amazing - it really gives insight into the dwarves' world, zooming out until they're just dots and seeing several mountains going up miles in every direction.

I tried the export map option, it works fine. 

I noticed that one can't zoom in past  a certain point.  It just leaves the same size tiles in a smaller area in the middle of the screen.  But, genius that I am, I didn't realise that that's a bug until someone else pointed it out. 

Occasionally, it blacks out un-updated portions of the screen, such as in the embark location menu, but changing the window size seems to fix the issue.

Speedwise, it's awesome.  Using partial print I can reach 200 fps or more. 

Very impressed.  :)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on September 01, 2009, 12:11:04 pm
Now that I think about it, switching between tilegrid zoom and "visual" zoom is unnecessary. Until the constrain of having at least 80 tiles horizontally is disabled, here's the procedure that would make things easier:

1.Calculate the optimal initial display:
-if 80 tiles do not fit in the horizontal resolution, scale the tiles down both horizontally and vertically until they do
-if more than 80 tiles fit horizontally, increase the tilegrid until the whole horizontal resolution is filled
-do the same for vertical. Now we have the "base view"
2.At this point, zooming in should enlarge the tiles visually.
3.Zooming out from this point however, should increase the tilegrid (as the tiles are getting smaller, more of them can fit on the screen).
4.The "reset button" simply returns us to the base view.

I would also like to note that it would be quite awesome if the zooming function zoomed exactly towards the mouse cursor (that doesn't seem to be the case currently).

Now, if you excuse me, I'll get back to watching dwarves at extreme close-ups :)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 01, 2009, 02:41:30 pm
I noticed that one can't zoom in past  a certain point.  It just leaves the same size tiles in a smaller area in the middle of the screen.  But, genius that I am, I didn't realise that that's a bug until someone else pointed it out. 
This is a result of black space being on, and not actually a bug. Mind you, black space being /off/ may be bugged. :P

I suppose I'll tweak it a little further; it should be possible to make zoom-in work without breaking aspect ratios.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: tiresius on September 01, 2009, 04:09:25 pm
Because it's the 800x600 tileset, not the 800x300 tileset. You may be right that it looks better as an 800x300 tileset, but that is not what it says on the box.
*compares the images*  Huh.  So it is.  Perhaps it should have just been renamed to that instead of being blown up?
I think the original sized 800x600 should be renamed to 800x300 and leave the current (recently blown-up) version name as 800x600.  I think it is meant for 80x25 gridsize and I like the way it looks (not square, but like an old EGA screen in DOS).  Just my $0.02
Title: Re: FotF: Dwarf Fortress 40d16
Post by: fnool on September 01, 2009, 07:05:34 pm
One minor issue I've run into with the zoom function (not sure if this has been mentioned yet)...

If I zoom all the way out and then zoom back in to the normal view, the furthest I can zoom in is a perspective which causes the tiles to be ever-so-slightly too tall - not the best thing to have on a square 1:1 tileset. I can solve this by zooming out one level, but it's a little baffling.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wartender on September 01, 2009, 07:28:33 pm
i wanna play dwarf fortress  :'(
this game looks like so much fun when you learn to play xD
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Malicus on September 01, 2009, 07:48:04 pm
Because it's the 800x600 tileset, not the 800x300 tileset. You may be right that it looks better as an 800x300 tileset, but that is not what it says on the box.
*compares the images*  Huh.  So it is.  Perhaps it should have just been renamed to that instead of being blown up?
I think the original sized 800x600 should be renamed to 800x300 and leave the current (recently blown-up) version name as 800x600.  I think it is meant for 80x25 gridsize and I like the way it looks (not square, but like an old EGA screen in DOS).  Just my $0.02

That's pretty much what I meant.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Emperor Iones on September 01, 2009, 10:23:36 pm
I've never been able to make any changes to increase FPS, either nothing would happen or it would cause flickering or lower FPS.
What, exactly, am I supposed to modify in the init, and to what?
I'm running v40d14.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 01, 2009, 11:57:09 pm
Oo kaaay, not sure how to start here, since I don't e'en ha'e this OS installed yet, but I'm trying out the linux d15 on ubuntu, just get
Code: [Select]
./dwarfort.exe: error while loading shared libraries: libSDL_image-1.2.so.0: cannot open shared object file: No such file or directoryA little help?

edit:nm, figured out.
edit 2: The Keybindings option screen lacks a few important things: the categories don't always fit, and it doesn't say how to exit it. (Escape appears to work, but this does not work anywhere else in the game. Confusing.)
edit 3: IS there e'en a 40d linux 'ersion to compare to?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mr Tk on September 02, 2009, 01:32:41 am
I've never been able to make any changes to increase FPS, either nothing would happen or it would cause flickering or lower FPS.
What, exactly, am I supposed to modify in the init, and to what?
I'm running v40d14.

Depending on your computer you may not get a speed increase. I believe it mainly helps those whose computers which aren't uber-spec (or even demi-spec'ed in some cases).

However even without the speed increase you're still getting zooming, macros, and other goodies!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 02, 2009, 03:34:56 am
Actual bug to report: Workshop profiles got cut f rom functioning somehow. There's an entry in interface.txt for them, which shows up properly in the keybindings menu...but at workshops, the binding does not appear and does nothing if attempted.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: rdwulfe on September 02, 2009, 03:51:47 am
I only recently returned to DF after a few months absence, having had my computer melt down. I love this game in all ways, as it sates a lot of my gaming needs at once.

Only tonight did I discover the development releases... Toady and all who have worked on this... I just want to tell you I'm amazed. I've not tested it very far yet, but *IMMEDIATELY* I went from 25 FPS on 40d, to 100+ FPS... a 4x increase. My dorfs are running around at breakneck speeds. I barely know what to DO! I'm half tempted to slow the game down as I'm not used to this pace.

I will continue to play and do the bug report thing... I used to think dorfs were slow and plodding... These buggers can MOVE!  This game went from a leasurely 'ho hum' pace, to.. wow!

   Rion Wulfe

(Almost in tears over this, I swear. Kudos to the speedup alone!)
EDIT:

I just updated to 40d16 from 40d15, and raised max framerate higher. It's bubbling out around 150fps on my crappyish computer. Some amazing improvements here. I played for an hour or two with a map I brought in from 40d, and had zero issues or problems. The zoom feature is great, not sure what other issues I should be looking for. Everything seems to be running peachy, to me, but I'm not as 'deep' into the game as some might be. Still tweeking around with where I want the framerate to want to be so *I* am comfortable, heh.

I also put my own text tileset in (I use VGA9x16, because it reminds me of an old vidcard I used to have, which I loved its font, with the little bit inside of the 0. Heh.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 02, 2009, 04:32:30 am
I confess bafflement...Workshop Profiles were not a'ailable on -

Oh, wait. Might be una'ailable when just a single dwarf sur'i'es.

Anyway, they're back. No apparent change. :-?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Puck on September 02, 2009, 05:47:46 am
Dont know if already mentioned... and dont know if its still true.

In 40d14 (fortress mode) I set the movement cursor for z levels to / and *. Like in ye olde mayday sets.

From then on I was kinda unable to set reserved barrels. Also I didnt find the entry for the reserved barrel keybindings in the options.

Any pointers?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Postius on September 02, 2009, 02:56:28 pm
I read through 15 pages now but coudn't find something.

This version doesn't start at all. I unrared it, but it doesn't run. I see it in my proces manager, using up some ram and 99% of the cpu.

I'm using Xp (latest version), AMD athlon 2800+(or something), nvidia geforece 6800 and i don;t know my motherboard from my head but i doubt that has something to do with it.

Gief more framerates :D, would be nice if someone knew the answer so i can stop kicking my pc.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Quatch on September 02, 2009, 04:01:55 pm
Crashed d15 by unplugging my second monitor on which it was displayed. (Mac OS 10.6 running under crossover, mac version of DF40d15)

terminal log:
Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on September 02, 2009, 04:35:50 pm
Baughn, any news on the tilegrid problems?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: neek on September 02, 2009, 04:40:37 pm
Also, I have discovered a lovely issue. From the error log:

Quote
Image export not possible because of zoom/window settings

Now why should this matter?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on September 02, 2009, 04:50:31 pm
I read through 15 pages now but coudn't find something.

This version doesn't start at all. I unrared it, but it doesn't run. I see it in my proces manager, using up some ram and 99% of the cpu.

I'm using Xp (latest version), AMD athlon 2800+(or something), nvidia geforece 6800 and i don;t know my motherboard from my head but i doubt that has something to do with it.

Gief more framerates :D , would be nice if someone knew the answer so i can stop kicking my pc.

Try changing [WINDOWED:PROMPT] to either [WINDOWED:YES] or [WINDOWED:NO] in the init .txt file (located in the dwarf\DATA\INIT directory). Worked for me. You can still change from windowed mode to full screen and vice versa ingame by pressing F11
Title: Re: FotF: Dwarf Fortress 40d16
Post by: numerobis on September 02, 2009, 04:55:32 pm
files.h line 109 reads:
Quote
bool bl;//NO IDEA WHY IT CAN'T JUST TAKE vect

The answer is that vector<bool> is specialized to be a bitvector.  On the one hand, it uses less memory: one bit per value, rather than sizeof(bool) bytes, which is usually the same as an int.  On the other hand, it means that vector<bool>::operator[] returns a funky type rather than a bool&.  This is a not infrequent source of heartburn for STL users.  See for example:
http://www.cplusplus.com/reference/stl/vector/
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Postius on September 02, 2009, 05:16:57 pm

Try changing [WINDOWED:PROMPT] to either [WINDOWED:YES] or [WINDOWED:NO] in the init .txt file (located in the dwarf\DATA\INIT directory). Worked for me. You can still change from windowed mode to full screen and vice versa ingame by pressing F11
Thanks that worked :).

Now last question are there any tilesets that i could use with this version? Or just the basic graphics? Ive grown rather fond of one tileset.

I did notice a HUUUUGE improvement in performance though when i loaded up my savegame, it was pretty incredible :D. And the zoom is win.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on September 02, 2009, 05:33:04 pm
You do know that you already ARE using a tileset?
All you have to do is change it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on September 02, 2009, 05:33:39 pm
If I may ask, what settings are you using for print mode? Standard/partial or one of the other options?
And if partial, what number?

I can't seem to get any speed increase out of any of the 40d# versions..
My current fortress, 5x5 area, 165 dwarves, 50-ish loose animals, completely flat map (minimal # of z-levels), brook, small 6 z-level magma pool, no other features fluctuates between 9-18 FPS both in normal 40d as in the 40d# versions I tested, with FPS_CAP:140 and GFPS_CAP:8.
I was SO hoping for a speed increase.. I really want to play a map with underground features, HFS and/or more z-levels.

I'm playing on a laptop, running XP pro on AMD Turion64X2, ATI Radeon Xpress 1100 with 2Gb Ram
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Postius on September 02, 2009, 07:37:08 pm
You do know that you already ARE using a tileset?
All you have to do is change it.
Ah i found it :) thanks for the pointer. I'm still getting a bit used to looking in the ini's myself, takes me back to the old days ;D.

Still if i activatd the Mayday graphivs set, ingame the walls look different from your other set i was using(which is really good). It's not a problem, but i just got used to all the rock icons. Perhaps anyway to get the walls to look the same as in your other tileset?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: personjerry on September 02, 2009, 09:23:20 pm
error running 40d16:

[abc@abc-system]@file:/df.16$ ./df -sound_output ALSA
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
Segmentation fault
[abc@abc-system]@file:/df.16$

On the other hand, my 40d15 (i think that's the version, it might be earlier) still works. Good thing I didn't delete it. Any workarounds?

EDIT: From the previous version working and the fact that I'm a developer who works with SDL/OpenGL, yes I have those libraries installed.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mephansteras on September 02, 2009, 11:55:15 pm
Any suggestions on some settings that will give me a full-screen DF with this version on my laptop that will actually use all the space the way 40d up to 40d11 did?

My monitor resolution is set to 1680x1050. I'd prefer a square ascii tileset, but really I just want to be able to play this version without losing half my screen to empty space.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Veroule on September 03, 2009, 12:01:42 am
Dont know if already mentioned... and dont know if its still true.

In 40d14 (fortress mode) I set the movement cursor for z levels to / and *. Like in ye olde mayday sets.

From then on I was kinda unable to set reserved barrels. Also I didnt find the entry for the reserved barrel keybindings in the options.

Any pointers?
Yes, don't do that.  The reserved bins and barrels use the Secondary Scroll group of bindings instead of having thier own.  You will have to also change those bindings to eliminate the conflict.  The conflict you are creating by setting the bindings as you did would also affect the 'q' and 't' workshop menus.

If I may ask, what settings are you using for print mode? Standard/partial or one of the other options?
And if partial, what number?

I can't seem to get any speed increase out of any of the 40d# versions..
My current fortress, 5x5 area, 165 dwarves, 50-ish loose animals, completely flat map (minimal # of z-levels), brook, small 6 z-level magma pool, no other features fluctuates between 9-18 FPS both in normal 40d as in the 40d# versions I tested, with FPS_CAP:140 and GFPS_CAP:8.
I was SO hoping for a speed increase.. I really want to play a map with underground features, HFS and/or more z-levels.

I'm playing on a laptop, running XP pro on AMD Turion64X2, ATI Radeon Xpress 1100 with 2Gb Ram
There probably isn't all that much of a speed increase you can get at this point.  Most of Baughn's work has been in making the graphics display faster.  You are currently only using the graphics display 8 times a second.  This means that the game play is using the rest of the time.  My work on the input system is on the game side of the FPS counter, and eliminated about 2K clock cycles of instructions per frame.  A decent machine does about 10M cycles, you can do the math to figure out what takes all the time.

If you use partial print you should always try to use the lowest number possible, and shouldn't ever need a number above 4.  If 4 doesn't work for you then you should probably use standard mode.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mephansteras on September 03, 2009, 12:06:08 am
Hmmm...actually, these settings work ok in game:

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

Although they still look odd and squished during the menus and world-gen. Maybe legends, too, but I haven't checked that yet.

Time to start looking through various square fonts, I think, to find one I like better then the default.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: neek on September 03, 2009, 01:54:56 am
I started using d16. A great increase from d14, and was able to get it to work. It seems to run at ten FPS slower than d14, however, but the FPS remained constant with the 12 new immigrants I have.

The fix to the right-menu is a godsend, no doubt.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: martinuzz on September 03, 2009, 03:28:32 am
There probably isn't all that much of a speed increase you can get at this point.  Most of Baughn's work has been in making the graphics display faster.  You are currently only using the graphics display 8 times a second.  This means that the game play is using the rest of the time.  My work on the input system is on the game side of the FPS counter, and eliminated about 2K clock cycles of instructions per frame.  A decent machine does about 10M cycles, you can do the math to figure out what takes all the time.

If you use partial print you should always try to use the lowest number possible, and shouldn't ever need a number above 4.  If 4 doesn't work for you then you should probably use standard mode.
Ahhh... In that case, it does work.. Even though I don't get any speed increase out of it.
I now changed my GFPS cap from 8 to 20, and my FPS didn't drop ingame.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Puck on September 03, 2009, 05:33:28 am
I just tested it with 40d16:

If you use the divide and multiply keys for z level navigation, it totally overrides the "reserved barrel" keys. Maybe I'm missing something, but I dont see a way to set reserved barrels after you remap multiply and divide. In the keybind menu I didnt find an entry for the barrel settings, either.

Doesnt happen in 40d IIRC. You might hop through z levels when you set the reserved barrels, but at least it works.

Maybe that info is useful for somethign  ;)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Quatch on September 03, 2009, 09:00:34 am
I spent ten minutes yesterday trying to reassign the reserve barrel keys.

Since the menu is now so broken up, and you can't just scan the right hand side for the key it was, would it be possible to get a search function (by task or assigned key)?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: personjerry on September 03, 2009, 09:49:33 am
error running 40d16:

[abc@abc-system]@file:/df.16$ ./df -sound_output ALSA
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
Segmentation fault
[abc@abc-system]@file:/df.16$

On the other hand, my 40d15 (i think that's the version, it might be earlier) still works. Good thing I didn't delete it. Any workarounds?

EDIT: From the previous version working and the fact that I'm a developer who works with SDL/OpenGL, yes I have those libraries installed.

I am running Ubuntu Linux 9.04, 32 bit edition.

Strangely, the 40d16 works if I download the Windows version and use WINE.


EDIT: Found a fix... very strange, it works if I just run using this command:

./df ./libs
Title: Re: FotF: Dwarf Fortress 40d16
Post by: TomiTapio on September 03, 2009, 10:44:06 am
Just got my 40d16 today. Had d13 earlier as d15 didn't get much praise except for macroing. I'm using WinVista and Deon's DF Complete/Genesis and my own creatures on top of that. I like my dogs, wolves and horses at 1.25x the speed of peasants.

Got a nasty crash on a starting fort (temperate freshwater marsh+brook), which did not happen from the same save file when I did not designate activity zones (first one on two pools, drink and fish, 2nd one on brook for fishing).

--EDIT: didn't crash on later zone designations.

Sometimes the worldgen's history making crashes, probably due to unforeseen stuff from non-vanilla mega- and semimegabeasts. Seems to crash less on small worlds. If I only had a windows exe which gave a stackdump instead of "has stopped working".
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 03, 2009, 11:02:25 am
EDIT: Found a fix... very strange, it works if I just run using this command:

./df ./libs
Now that's strange. It should make absolutely no difference.

Does it work if you specify some other directory? An arbitrary different directory? A nonexistent directory?

Anyway, I'm working on adding extra logging to DF so we can figure out why it's failing, for those of you having crashes. Might take a week or two.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: uran77 on September 03, 2009, 11:04:06 am
great build thxs. ;D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: RadicalThought on September 03, 2009, 02:44:57 pm
I just downloaded the df_28_181_40d15_linux.tar.bz2, extracted, and it worked. But there is some bug making Xorg go crazy: it takes 90% of the CPU constantly. This stops when I exit DF.

First I thought that the problems came from my 64-bit computer. I got some extra libs, as suggested in
http://dwarffortresswiki.net/index.php/System_requirements
The game still runs, but Xorg still eats 90% of my CPU. This even so when I'm only in the menu screen and not yet actually playing a game.

Has anyone a clue what is going on? I have Ubuntu 9.04, the Jaunty Jackalope, 64 bit.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 03, 2009, 03:05:11 pm
^^^ Have you tried running other OpenGL games and updating your graphics drivers?  Also, there have been some recent reports on the Ubuntu forums of xorg using high amounts of CPU, read over these:
http://ubuntuforums.org/showthread.php?t=1246577&highlight=xorg+cpu
http://ubuntuforums.org/showthread.php?t=1245602&highlight=xorg+cpu
http://ubuntuforums.org/showthread.php?t=1196603&highlight=xorg+cpu
http://ubuntuforums.org/showthread.php?t=1247755&highlight=xorg+cpu
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 03, 2009, 04:57:30 pm
Okay. *Hem-hem*.

Attention, people with crashes who happen to run Linux

I've uploaded a 40d16-HEAD build with debugging on, optimization off, and a df script that runs valgrind.

What I'd like you to do is download it, unpack it on top of your current DF as usual, then run it. You must of course install Valgrind first ("sudo apt-get install valgrind on ubuntu), and it will be extremely slow - making molasses in december look like nothing. Hopefully it'll also crash.

However, with any luck, valgrind will output some crash information I can use to fix this problem. So, don't hold back; do your worst, then report back on what it prints to the terminal. I can't fix this without your help.

There will be a fair bit of spurious, scary-looking messages that aren't actually bugs, by the way. Don't worry, I know how to sort them out, so just paste everything.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 03, 2009, 05:52:24 pm
Works fine, though 40d16 linux seems like it's worse(slower) at performing the core functions than 40d windows  for some reason. Might just be my imagination.

Feature Request: make mouse work on keybindings screen like it does on the stockpile organisation screen
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 03, 2009, 06:37:03 pm
That's not your imagination, but an effect of the way the linux build is set up. It'll go away in the final release.

Meanwhile, such suggestions are for Toady.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wartender on September 03, 2009, 09:34:30 pm
crash report is in
Code: [Select]
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
==14700== Memcheck, a memory error detector.
==14700== Copyright (C) 2002-2008, and GNU GPL'd, by Julian Seward et al.
==14700== Using LibVEX rev 1884, a library for dynamic binary translation.
==14700== Copyright (C) 2004-2008, and GNU GPL'd, by OpenWorks LLP.
==14700== Using valgrind-3.4.1-Debian, a dynamic binary instrumentation framework.
==14700== Copyright (C) 2000-2008, and GNU GPL'd, by Julian Seward et al.
==14700== For more details, rerun with: -v
==14700==
/home/luca/.themes/Dust/gtk-2.0/gtkrc:719: Murrine configuration option "highlight_ratio" will be deprecated in future releases. Please use "highlight_shade" instead.
/home/luca/.themes/Dust/gtk-2.0/gtkrc:720: Murrine configuration option "lightborder_ratio" will be deprecated in future releases. Please use "lightborder_shade" instead.
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B88F1: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B88A1: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B88AD: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B8925: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B8937: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B8916: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B8946: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B8967: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B8904: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==
==14700== Conditional jump or move depends on uninitialised value(s)
==14700==    at 0x86B8958: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==14700==  Uninitialised value was created by a heap allocation
==14700==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==14700==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==14700==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==14700==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
Using OpenGL output path with client-side arrays
==14700==
==14700== Invalid read of size 1
==14700==    at 0x4BC46CC: textures::upload_textures() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x4BC5607: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==14700==    by 0x4BC6219: main (in /home/luca/df_linux/libgraphics.so)
==14700==  Address 0xa is not stack'd, malloc'd or (recently) free'd
==14700==
==14700== ERROR SUMMARY: 4095 errors from 11 contexts (suppressed: 490 from 7)
==14700== malloc/free: in use at exit: 4,333,529 bytes in 37,699 blocks.
==14700== malloc/free: 162,404 allocs, 124,705 frees, 43,404,502 bytes allocated.
==14700== For counts of detected errors, rerun with: -v
==14700== searching for pointers to 37,699 not-freed blocks.
==14700== checked 22,539,012 bytes.
==14700==
==14700== LEAK SUMMARY:
==14700==    definitely lost: 13,988 bytes in 278 blocks.
==14700==      possibly lost: 783,761 bytes in 501 blocks.
==14700==    still reachable: 3,535,780 bytes in 36,920 blocks.
==14700==         suppressed: 0 bytes in 0 blocks.
==14700== Rerun with --leak-check=full to see details of leaked memory.
Segmentation fault
sheesh 4095 errors, good luck with that Baughn :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Dakira on September 03, 2009, 09:37:36 pm
(Apologies if this has been mentioned before, searched with no direct results)

While I love the window resizing to death (THANK YOU!!  ;D).
Macros are wonderful if I could "Add Scan Key" the [Enter] key and not crash the game.
For example:
Spoiler (click to show/hide)

Again, thank you all for your work on this. Super appreciated.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Sepis on September 03, 2009, 11:24:18 pm
40d16 is playable and awesome.

The only odd behavioral issue I am having right now is that if I go to Esc > Key Bindings, and change my default z navigation from '<' and '>' to ',' and '.', I can only go up z-levels.  Neither scan nor unicode '.' is accepted by the game for going -down- z levels, while either scan or unicode ',' will go up z levels.

This worked in previous versions, and saved my shift key from some wear and tear, but is by no means game breaking and I'm happy to have the new version!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Veroule on September 04, 2009, 01:27:18 am
Macros are wonderful if I could "Add Scan Key" the [Enter] key and not crash the game.
Thank you for the detailed report, added to my bug list.

Enter is probably something you shouldn't use for a macro.  If you still have that as the only key bound to the Select action, then setting it as an activator for a macro will make you unable to Select anything.  In any case, it shouldn't crash and I will fix that.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Veroule on September 04, 2009, 01:57:05 am
40d16 is playable and awesome.

The only odd behavioral issue I am having right now is that if I go to Esc > Key Bindings, and change my default z navigation from '<' and '>' to ',' and '.', I can only go up z-levels.  Neither scan nor unicode '.' is accepted by the game for going -down- z levels, while either scan or unicode ',' will go up z levels.

This worked in previous versions, and saved my shift key from some wear and tear, but is by no means game breaking and I'm happy to have the new version!
The period is bound to SingleStep in fortress mode and Wait in adventurer mode.  Using for DownZ-Level creates a conflict unless you redefine those as well.

Simple analogy, a car is designed to let you set which pedal to use for the gas and brake.  You set the right most pedal to do both.  What do you expect the car to do when you press that pedal?  What do you really want the car to do with each press of the pedal?  Will you always want that response from pressing the pedal?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: RadicalThought on September 04, 2009, 02:10:41 am
Thanks Footkerchief

Seemed that installing the recommended driver for my video card did the trick. Sometime I feel like such a linux noob.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Toksyuryel on September 04, 2009, 02:42:29 am
Everything still has +x set in 40d16 tarball. Will this ever be fixed?

EDIT: I just got a segfault during worldgen... I think I'll try out this HEAD thingy, yeah...
Title: Re: FotF: Dwarf Fortress 40d16
Post by: The_Fool76 on September 04, 2009, 03:14:24 am
Since I've seen a few people here have troubles with conflicting keybinds, would it be possible to have it tell you when you double-bind a key through the UI?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: IndonesiaWarMinister on September 04, 2009, 07:24:26 am
Since I've seen a few people here have troubles with conflicting keybinds, would it be possible to have it tell you when you double-bind a key through the UI?

It'd be Toady's job, I presume?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 07:37:55 am
No, that would be pretty easy to fix. Veroule could do it, or if he doesn't have time I could. I'm kinda busy tracking down these pointer issues right now, though. ;)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 08:07:53 am
Okay. Wartender, could you try the 40d16-head I've uploaded now? There's something I need to confirm.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Typoman on September 04, 2009, 08:19:29 am
hmm unusual... i was using the latest mike mayday version. in menu's i got a constant 100 (the setting in the init)
this version likes to hover at ~85 in the menus, with the g_gap at 30 and the fps cap at 100.
hold on while i get a BIG map to try and test the difference in fps hit.

edit: ok tested on the latest haltraded map. both versions hovered at the 30-40 mark so no speed improvement but the extra features are nice.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wartender on September 04, 2009, 09:20:50 am
done and done
Code: [Select]
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
==5371== Memcheck, a memory error detector.
==5371== Copyright (C) 2002-2008, and GNU GPL'd, by Julian Seward et al.
==5371== Using LibVEX rev 1884, a library for dynamic binary translation.
==5371== Copyright (C) 2004-2008, and GNU GPL'd, by OpenWorks LLP.
==5371== Using valgrind-3.4.1-Debian, a dynamic binary instrumentation framework.
==5371== Copyright (C) 2000-2008, and GNU GPL'd, by Julian Seward et al.
==5371== For more details, rerun with: -v
==5371==
/home/luca/.themes/Dust/gtk-2.0/gtkrc:719: Murrine configuration option "highlight_ratio" will be deprecated in future releases. Please use "highlight_shade" instead.
/home/luca/.themes/Dust/gtk-2.0/gtkrc:720: Murrine configuration option "lightborder_ratio" will be deprecated in future releases. Please use "lightborder_shade" instead.
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B88F1: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B88A1: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B88AD: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B8925: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B8937: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B8916: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B8946: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B8967: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B8904: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==
==5371== Conditional jump or move depends on uninitialised value(s)
==5371==    at 0x86B8958: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86B94E7: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x86BA2DA: deflate (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE06F8: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
==5371==  Uninitialised value was created by a heap allocation
==5371==    at 0x4026FDE: malloc (vg_replace_malloc.c:207)
==5371==    by 0x48B1357: (within /usr/lib/libGL.so.180.44)
==5371==    by 0x86B9425: deflateInit_ (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BE0679: file_compressorst::flush_in_buffer() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x836F5D4: (within /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x83387C2: beginroutine() (in /home/luca/df_linux/dwarfort.exe)
==5371==    by 0x4BC545D: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x804DF90: (within /home/luca/df_linux/dwarfort.exe)
Using OpenGL output path with client-side arrays
==5371==
==5371== Invalid read of size 1
==5371==    at 0x4BC46CC: textures::upload_textures() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x4BC5607: enablerst::loop() (in /home/luca/df_linux/libgraphics.so)
==5371==    by 0x4BC6219: main (in /home/luca/df_linux/libgraphics.so)
==5371==  Address 0xa is not stack'd, malloc'd or (recently) free'd
==5371==
==5371== ERROR SUMMARY: 4009 errors from 11 contexts (suppressed: 490 from 7)
==5371== malloc/free: in use at exit: 4,333,789 bytes in 37,702 blocks.
==5371== malloc/free: 162,830 allocs, 125,128 frees, 43,419,020 bytes allocated.
==5371== For counts of detected errors, rerun with: -v
==5371== searching for pointers to 37,702 not-freed blocks.
==5371== checked 22,439,476 bytes.
==5371==
==5371== LEAK SUMMARY:
==5371==    definitely lost: 113,932 bytes in 361 blocks.
==5371==      possibly lost: 686,698 bytes in 501 blocks.
==5371==    still reachable: 3,533,159 bytes in 36,840 blocks.
==5371==         suppressed: 0 bytes in 0 blocks.
==5371== Rerun with --leak-check=full to see details of leaked memory.
Segmentation fault
a couple less errors xD
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 09:48:00 am
No, that's not right.

The valgrind output states that it dies inside upload_textures, but I inserted numerous prints in there, including as the first statement; it isn't running that newest code.

Could you run md5sum libs/libgraphics.so to make sure? The output should be b717fd17f6172d1661c48908b2aba0e2.

And just to make sure, you can download http://brage.info/~svein/libgraphics.so directly.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wartender on September 04, 2009, 10:14:18 am
yeah i got that md5sum check... weird
what's wrong with my computer? xD
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Dvergar on September 04, 2009, 10:20:54 am
I am very sorry, this has likely been mentioned but I couldn't find it with search

I am glad the whole "pet cat cancels job: too injured" and "X cancels store item in stockpile: item moved or destroyed" have been fixed, but now I get a new announcement "X cancels store owned item: item unreachable" just would like to point it out in the rare event I am the only one

i loaded a pre-40d16 fortress by the way
Title: Re: FotF: Dwarf Fortress 40d16
Post by: bartavelle on September 04, 2009, 10:27:48 am
but now I get a new announcement "X cancels store owned item: item unreachable" just would like to point it out in the rare event I am the only one

This is "normal". It can happen when a dwarf gets property over an item that is not reachable (underwater for example).
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 10:29:21 am
Okay. Wartender, I'm sorry, but please contact me on irc - I'm Baughn on rizon.net or freenode. Or #bay12games. I don't think I'm going to figure this out without direct access to your computer.. well, fortunately, since it's linux, we can do that.

I just hope you trust me enough for that. :)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rowanas on September 04, 2009, 10:31:24 am
Utterly unplayable.

I downloaded it, bothered to go through the inits and such all over again, copy/pasted the raws from my old version into my d16 version, copy/pasted the interface folder over and when I started it up it says none for all of the options and won't let me do anything, so I have to force-quit it.

Y'know, so far I haven't had a single good experience with the 40d "upgrades".
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 10:59:12 am
That's not how you're supposed to do it.

The only thing that's compatible between 40d and any of the 40dNs are the saves; copying over anything else will mess it up horribly. In particular, the interface format has been completely changed, and it can't read the old format.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wartender on September 04, 2009, 11:45:53 am
hmmm... that's pretty extreme =/
i guess i'll just have to live with using my windows laptop to play i guess xD i have two fortresses running pretty well there
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 12:03:00 pm
Heh. Maybe I should point out that you've been happily running the binary blobs I've sent you so far?

..more to the point, I'd really like to solve this.  :'(
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wartender on September 04, 2009, 12:32:06 pm
hmmm... all right.
now i've never used irc, so where do i have to go?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 04, 2009, 12:43:50 pm
Wartender, if you google for "IRC" you'll find this program, (http://www.mirc.com/) which most people use.  Or, if you use Firefox, you can install the Chatzilla extension. (https://addons.mozilla.org/en-US/firefox/addon/16)  Also, yes, you can trust Baughn with access to your computer.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 12:52:28 pm
He's on linux, mirc won't work.

Your best bet is to use xchat, but ubuntu has plenty of irc programs on the add/remove programs menu.

EDIT: Also, mIRC (or mIRC extensions, possibly) have a history of security flaws. It's not really a very good idea to use it; it's also the biggest target.

Personally I'm very happy with irssi, but that probably isn't for everyone. No eyecandy, see.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 04, 2009, 01:03:18 pm
Oh god, my bad.  I assumed they had a Linux version.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rowanas on September 04, 2009, 01:14:55 pm
ARGHH. So if I manually change everything in-game it should finally work alright?

Fingers crossed, I expect nothing.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 01:16:48 pm
Sorry. You could write a converter, if you want.  ::)

The new format is a big improvement on the old one, so this case of "savegame incompatibility" is well worth it. It probably won't change like that again, either.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Toksyuryel on September 04, 2009, 01:26:42 pm
There's no bay12 channel on Freenode :'(
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 01:33:25 pm
There is one on irc.newnet.net, though.

One of the many convenient features of irssi is that it lets me connect to multiple networks, seamlessly. Currently, that means freenode, rizon, newnet and oftc.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Quatch on September 04, 2009, 01:44:25 pm
That's not how you're supposed to do it.

The only thing that's compatible between 40d and any of the 40dNs are the saves; copying over anything else will mess it up horribly. In particular, the interface format has been completely changed, and it can't read the old format.

Is it not possible to copy the raw folder, and the objects folder across? I thought I had done that, but it's been a long time since I used 40d.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Dvergar on September 04, 2009, 01:46:02 pm
but now I get a new announcement "X cancels store owned item: item unreachable" just would like to point it out in the rare event I am the only one

This is "normal". It can happen when a dwarf gets property over an item that is not reachable (underwater for example).

Forgot to mention that they should not be owning anything at this point in th fortress, many didn't even have a bedroom
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 04, 2009, 01:50:44 pm
That's not how you're supposed to do it.

The only thing that's compatible between 40d and any of the 40dNs are the saves; copying over anything else will mess it up horribly. In particular, the interface format has been completely changed, and it can't read the old format.

Is it not possible to copy the raw folder, and the objects folder across? I thought I had done that, but it's been a long time since I used 40d.
You void your warranty by doing so. Yes, it should work, but I'd rather not have to deal with all the people who try that and get it slightly wrong.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rowanas on September 04, 2009, 03:10:07 pm
It's working now. Raws, saves et al. I still have to change a load of things next time I embark, but oh well, for now it's working(ish) it looks weird, but I can put up wit that for performance increase.

I don't even know why I bother. My computer runs it perfectly at my chosen cap with or without it... it's done now anyway, so all is kinda okay.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Sepis on September 04, 2009, 04:57:26 pm
The period is bound to SingleStep in fortress mode and Wait in adventurer mode.  Using for DownZ-Level creates a conflict unless you redefine those as well.

Simple analogy, a car is designed to let you set which pedal to use for the gas and brake.  You set the right most pedal to do both.  What do you expect the car to do when you press that pedal?  What do you really want the car to do with each press of the pedal?  Will you always want that response from pressing the pedal?

I would never have found SingleStep without having to look into this, but I guess a 'feature' of d12 is that the mapping for the z-level change seems to override the mapping for the single step, leading it to function as I expected it to.  Go figure.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wartender on September 04, 2009, 09:04:10 pm
ok i got xchat, how do i connect to those networks? xD
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 04, 2009, 10:05:23 pm
ok i got xchat, how do i connect to those networks? xD

http://www.xchat.org/docs/
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 05, 2009, 05:37:30 am
Wartender: I live by central european time. Getting ahold of me shouldn't be too hard, except that you tried at 4am.  ::)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Veroule on September 05, 2009, 05:40:32 am
Since I've seen a few people here have troubles with conflicting keybinds, would it be possible to have it tell you when you double-bind a key through the UI?
I could make it do that, but if you look through the default bindings there are many keys that are bound to multiple things.  For example 'd', Designate, Designate Dig, Adventurer Item 4, Workshop-Mason Make Door, Buildings-Build Door, and quite a few more.  None of those conflict because none of them are available at the same time.

I can't determine what the bindings are used for at the lower level of the keyboard interface.  People just need to think, and pay a small amount of attention.

I would never have found SingleStep without having to look into this, but I guess a 'feature' of d12 is that the mapping for the z-level change seems to override the mapping for the single step, leading it to function as I expected it to.  Go figure.
If you have the menu on the screen it is listed right at the bottom.  40d to 40d12, didn't have any feature giving precedence to the z-level; it just did both things.  Which leads to undesired results.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 05, 2009, 05:58:48 am
The key-binding screen could at least list the other functions bound to that key. It doesn't (and shouldn't) need to prevent you from binding, but it's considerably easier to "use common sense" if you don't need to search through every binding in the game to figure out if there are collisions.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mephansteras on September 05, 2009, 01:36:10 pm
Do the bindings of KEYDD and KEYDB no longer work for [ and ]?

I tried converting my usual laptop interface file over and it doesn't seem to be working right.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Veroule on September 05, 2009, 09:53:06 pm
Those are [KEY:[] and [KEY:RBracket] respectively, or if you think hexadecimal is easier [KEY:0x51] and [KEY:0x53].
Title: Re: FotF: Dwarf Fortress 40d16
Post by: cl3ft on September 06, 2009, 04:29:19 am
I added this :
Spoiler (click to show/hide)
to get Dwarf Manager working in  40d16. I put it at the top of the Dwarf Manager MemoryLayouts.xml file (between the existing 2nd & 3rd lines).

I am a n00b with NFI and may have ballsed it up completely so backup before you use it, but it works on mine  ;D.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 06, 2009, 04:45:02 am
lessee...d16 made it so I didn't need to separately install libsdl-image.
If you con'erted to ogg so you're not using fmodex, why does it still say that fmodex is used in that extra about menu item?

linux d16 one segfault in worldgen, specifically when hitting space to pause/abort when it's doing terrain. I didn't see particularly where. Usually it works fine. Pausing the gen when it's running history does not seem to cause this.

Also, on exiting df(whether I played any games or no), I'm getting an error:
Code: [Select]
Mesa 7.4 implementation error: Unable to delete texture, no context
Please report at bugzilla.freedesktop.org

REPRODUCIBLE SEGFAULT STEPS: Go to macro menu. Make a new macro. Without adding any commands, press (secondary-scroll-down). This is trying to increment the number of times on the false item in the macro "Add Command". It will NOT segfault if you add and remove a command, or just select Add Command with commands  in the macro, (presumably because the pointer has contained real data by selecting a command that COULD be the target of the Increase rather than containing garbage.)
edit 2: predictably, this works with any secondary scroll command- up, down, pageup, pagedown. It could also be that it doesn't understand what the action is supposed to be yet as what is uninitialised- I notice that it doesn't show those scroll keys as a'ailable before you add a command to the macro.

Is there a way in the interface to remove a macro? I don't see one.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 06, 2009, 05:28:12 am
Quote
Mesa 7.4 implementation error: Unable to delete texture, no context
Please report at bugzilla.freedesktop.org
This sure looks like it's a driver problem to me. I'd suggest doing what it says.

The macro segfault is probably legit, though. Veroule?

Oh, and I'm working on converting this to openal/ogg; I haven't done so yet. It won't be rid of fmodex before d17.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 06, 2009, 05:36:37 am
And that's just on a select-quit-on-main-menu, anyway.

Um...oh, I see the fmodex library is still there.
But all the sound files in (linux)d16 appear oggs.

Also doesn't redraw properly when re-focused in some modes. It gets that it should redraw, so it blanks, but it only redraws what's been updated. on...ACCUM_BUFFER, and FRAME_BUFFER. Not on VBO. (Easy test conditions: use the FPS counter on the main menu. Then, nothing is changing except for that.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 06, 2009, 07:30:45 am
I'm aware of the blanking problem, at least, I just can't seem to figure out what's causing it.

FWIW, you should be able to make it redraw properly by jiggling the window a bit - moving it or resizing. Yes, I know that's not exactly ideal, but until I can figure out why it's failing..
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Bel-Shamharoth on September 06, 2009, 10:10:15 am
edit: Nevermind.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: AlienChickenPie on September 06, 2009, 12:11:13 pm
The game consistently crashes with this error:
Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 06, 2009, 02:19:34 pm
Is that the only error dialog you get?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Solifuge on September 06, 2009, 03:20:07 pm
in 40d16, I'm getting a curious bug; whenever I view Legends mode, the game hangs frozen at the first loading dialogue. I can, however, still hit Escape and call the menu, and after resuming Legends from the Escape menu, loading completes and I can use it as normal.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Helmaroc on September 06, 2009, 05:21:52 pm
I'm running 40d16, and at times the game runs all the way to the FPS cap (100), but usually what happens is it 'skips'. Everything will progress a few tiles and then pause for a few, progress, pause. There is plenty of CPU available, I've got 47 dwarves and I have 512 megabytes of RAM. Any ideas? It does this in plain 40d also, just much slower.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Toksyuryel on September 06, 2009, 05:50:33 pm
I'm running 40d16, and at times the game runs all the way to the FPS cap (100), but usually what happens is it 'skips'. Everything will progress a few tiles and then pause for a few, progress, pause. There is plenty of CPU available, I've got 47 dwarves and I have 512 megabytes of RAM. Any ideas? It does this in plain 40d also, just much slower.
I have a theory.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ToonyMan on September 06, 2009, 05:57:53 pm
RAM ain't too bad for DF.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Helmaroc on September 06, 2009, 06:01:28 pm
Maybe...but I have run larger fortresses at a reasonable frame rate on this computer, and I didn't get any of this skipping lag.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: barkalot on September 06, 2009, 06:11:12 pm
I just upgraded to D16 with the D17 libs and binary.  Now when i run DF, i get this.

jack@Socrates ~/Desktop/df_linux $ ./df
mv: cannot stat `libs/libSDL*': No such file or directory
./df: 12: valgrind: not found


I am using the Mayhem graphics pack.  Any help?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 06, 2009, 06:52:07 pm
The d16-head pack is currently just for debugging. It has no bugfixes, and it runs like molasses in december. Don't use it unless you're having crashes.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on September 06, 2009, 08:46:20 pm
Running under Linux, so I can't currently compare to 40d, but I have noticed something.

If I resize the window, performance goes directly into the crapper. I never get more than 20 or so FPS if I drag the window bigger, even if I get around 80-100 with the default window size(I'm running on a fairly marginal machine - 1.6GHz or thereabouts, and it's a Celeron at that).

Also, I still dare not zoom-to-building from the job or unit view, but at least now I know it to be seg faults.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Veroule on September 06, 2009, 11:51:50 pm
Added macro repeat adjustments to my bug list.  Thanks for the report.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 07, 2009, 12:40:43 am
small addendum: it won't segfault if you add a command but immediately try to alter repeat of "Add Command" after- but it will make DF hang on some other trigger that I ha'en't figured (once did on macro screen, once when I returned to main menu and selected quit), though the sound keeps going fine. While still grabbing all keys, if you're fullscreen, making it hard to kill. Blargh.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mike Mayday on September 07, 2009, 08:30:30 am
Hey Baughn, I just wanted to report that while using an oversize main tileset causes problems with the initial tilegrid calculation, using an oversize CREATURE tileset doesn't. A 16px main tileset with 64px creatures works all right, though I still am able to change the tilegrid to 80:25 on 1280x1024 which I'd rather wasn't possible. But it's ok (for now(http://mayday.w.staszic.waw.pl/gobticons/wink.gif)) as long as the game starts in 80:64.

So about those mipmaps... (http://mayday.w.staszic.waw.pl/gobticons/winky.gif)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 07, 2009, 08:42:03 am
Eheh.

I've got it on the list - to be implemented at the same time as SVG tilesets and animation - but I can't really do it until *after* the next major DF release. I *could* do just the mip-mapping.. but I won't. It wouldn't mean less work later.

Anyway, right now I'm working on the sound routines, which cause actual crashes.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wartender on September 07, 2009, 05:20:08 pm
uber noob question:
how do i make graphics packs work? i looked in the wiki and did everything it told me to do (i downloaded dystopian rhetoric), including replacing files and folders, and editing my init.txt, but i still see the same graphics...

p.s. yes Baughn got DF to work for me
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 07, 2009, 07:50:22 pm
You can post your init.txt in [code] tags so we can check it for mistakes.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: tigrex on September 08, 2009, 03:01:17 am
Still liking d16.  Couple of small bugs I noted:

Invisible starting wagon on glacier map.
Job manager no longer accepts numeric input from the number pad when numlock is off.  It used to, and I grew into the habit of doing so.
Small lag appears when selecting game mode (create, fortress, adventure, legends) from the main menu.

Hope this helps.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on September 08, 2009, 07:14:13 am
Job manager no longer accepts numeric input from the number pad when numlock is off.  It used to, and I grew into the habit of doing so.
This doesn't make sense... Why would a program accept numeric input when the keyboard explicitly says the num-lock is off?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 08, 2009, 07:35:19 am
Wonky programming.

Oh, yeah, now where was it that scrolling was listed as 2/8 (and works as usual with arrows) but increase/decrease is listed as 4/6 and doesn't...
Title: Re: FotF: Dwarf Fortress 40d16
Post by: jaked122 on September 08, 2009, 08:45:12 am
I have one question for you, why does pressing escape do nothing after I'm dead in adventurer mode? it seems as though it is still stepping forwards after death
Title: Re: FotF: Dwarf Fortress 40d16
Post by: TomiTapio on September 08, 2009, 10:58:42 am
I have one question for you, why does pressing escape do nothing after I'm dead in adventurer mode? it seems as though it is still stepping forwards after death

I get that too. Try keeping Esc key down and then waiting five minutes for the dialog to appear.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 08, 2009, 01:35:58 pm
I'd like to know what's up with that, too. Veroule?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Dvergar on September 08, 2009, 02:57:03 pm
but now I get a new announcement "X cancels store owned item: item unreachable" just would like to point it out in the rare event I am the only one

This is "normal". It can happen when a dwarf gets property over an item that is not reachable (underwater for example).

Forgot to mention that they should not be owning anything at this point in th fortress, many didn't even have a bedroom

I feel this needs to get addressed, seems like a bug to me
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 08, 2009, 03:29:20 pm
I feel this needs to get addressed, seems like a bug to me

It does need to get addressed, and it's been noted down in the bug list for a while. (http://bay12games.com/dwarves/dev_bugs.html#Bug973)  It's not a 40d## problem, though, so if you want to discuss it you can bump the report thread linked below.

# 000973 □ [dwarf mode][interface][announcements][message spam]     (Report (http://www.bay12games.com/forum/index.php?topic=21789.0)) dwarf spams store owned item job cancellation because the item is inaccessible
Title: Re: FotF: Dwarf Fortress 40d16
Post by: rdwulfe on September 08, 2009, 05:40:46 pm
Okay, I have noticed a bug. I run a program called Synergy (http://synergy2.sourceforge.net/) that allows me to use my one keyboard and mouse for both my Windows and Linux system's monitors. (Dual head, but with 2 computers behind it).

When I have anything but [PRINT_MODE:STANDARD] in the init.txt, the DF window will blank when I am not in the 'main' display... IE, a primarily information screen.. If I am in the normal 'dwarf' view, it does not do this... Nor does it do this when I have the 'standard' display. Now, this wouldn't be a problem, but using ACCUM_BUFFER gives me 20+ fps, putting me in the 40-50 range, which makes the game run snappily compared to 40d.

I am using 40d16 (of course). Any additional information needed?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 08, 2009, 06:07:28 pm
Well, this could be an important hint. I've been hunting that bug for quite a while, now...

Could you explain more about how synergy works? What kind of events do X applications see when you switch? (Use xev to check)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 08, 2009, 07:16:32 pm
I have one question for you, why does pressing escape do nothing after I'm dead in adventurer mode? it seems as though it is still stepping forwards after death
while the escape-bug would be new to the d## series, it's normal for adv mode to continue after you die. The carp spits out the dwarf chunk and whatnot. Allows you to watch what happens to the survivors.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Veroule on September 08, 2009, 10:42:47 pm
I am not really sure what happened to cause the ESC after adventurer death bug.  I believe the first report of it was after the Travel End problem was fixed. The changes for that fix shouldn't have caused this bug.

Adventurer mode has a number of extra input interactions that makes things interesting.  This bug will probably require Toady's masterful touch to find and fix.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: lucusLoC on September 09, 2009, 12:40:15 am
quick question: how do i get d16 to show a tile as a square? i use the default tile set and right now they are ugly rectangles. i remember i had to fidle ith the grid numbers in previous releases to get them to be squares, but now i cannot do that. do the tags still work?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 09, 2009, 02:05:41 am
quick question: how do i get d16 to show a tile as a square? i use the default tile set and right now they are ugly rectangles. i remember i had to fidle ith the grid numbers in previous releases to get them to be squares, but now i cannot do that. do the tags still work?

You need to use a square tileset. (http://dwarffortresswiki.net/index.php/Tileset#Character_sets)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: lucusLoC on September 09, 2009, 04:17:45 pm
ah, and here i thought the default tielset was square. anyone know wehre i can find a "default" tileset that is square?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: lucusLoC on September 09, 2009, 04:27:04 pm
never mind. i answered my own question.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 09, 2009, 04:45:11 pm
ah, and here i thought the default tielset was square. anyone know wehre i can find a "default" tileset that is square?
(df_directory)/data/art/curses_square_16x16 -it comes with one. (may be bmp or png depending on version)-but you probably just found that, I'd see. else, wiki has a list of user sets (http://www.dwarffortresswiki.net/index.php/List_of_user_character_sets)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: rdwulfe on September 09, 2009, 06:26:15 pm
Well, this could be an important hint. I've been hunting that bug for quite a while, now...

Could you explain more about how synergy works? What kind of events do X applications see when you switch? (Use xev to check)

Synergy is a tool that allows me to control both of my computers at once, using a monitor on each, but 1 keyboard and 1 mouse, both of which reside on my Windows machine (which I play DF on).

I linked to it previously, but can steer you there again if you need it.. For example, here (http://synergy2.sourceforge.net/). Also, I've noticed it even does this when I not switching over to the other monitor.. To switch between monitors, btw, all I have to do is mouse over to the righthand side of my screen.. which does have the similar effect of 'tabbing out' of my active MS Windows program. Tabbing out also makes my screen clear, by the by.

I'll post my config file in a 'spoilers' below, so you can emulate my settings to see if any information can be gleaned there. I do not know if it behaves this way without Synergy running, but I could attempt it if you'd like.

Err.. The Xev thing. I'll check it for you, but as this process isn't running under Linux, I'm not sure if it'll help. Is there any info I can grab from the Windows side that'd assist you?

Well, the forum doesn't like posts as long as that. I'll send you a private message, failing that, I'll ask for your email address in a PM. One way or another, we'll get the info to you.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 09, 2009, 06:30:24 pm
Well, the forum doesn't like posts as long as that. I'll send you a private message, failing that, I'll ask for your email address in a PM. One way or another, we'll get the info to you.

Pastebin to the rescue. (http://pastebin.com/)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 09, 2009, 07:33:08 pm
f12 will bypass the 200x200 restriction in both directions, but the mousewheel will not, lea'ing blackspace in fullscreen if you zoom down then up. Does not appear to crash, though I used a 4x4 tileset to accomplish this.

edit: Also, the default size is now 800x800, strangely.edit 2: ignore this falsehood
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 10, 2009, 01:51:18 am
Oh, my bad. I'll be sure to make F12 obey the restriction as well.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 10, 2009, 02:19:18 am
Er...why cut off at 200? I mean, it doesn't APPEAR to cause any issues. One moment...yeah, I expected that. Initial window/fullscreen size and window resize calcs to adjust # tiles don't respect it either. Instead, they stop at 256 by 256. More size just adds blackspace. (Whee 5x5 embark on screen all at once! Boo bad framerate for looking at 57600 tiles!)

So it's ONLY the zoom function that obeys the (arbitrary?) restriction of 200x200.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Grax on September 10, 2009, 02:25:37 am
Faster processor freeze issue:

Intel E8400@4.4Ghz (and sometimes even @ original 3Ghz) makes game freeze when entering the legends menu.
Esc-Space helps it out and run further normally.

The higher the frequency - higher the chance of game freezing.

*This issue is for d16 only, modded and unmodded*
I thought that is a bug of overclocking but SuperPI, SNM and different 3DMark tests are running flawlessly for two hours each (without throttling).
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 10, 2009, 02:40:54 am
The restriction is actually supposed to be 256x256. I may have gotten that wrong in one function.. well, suppose, that's a better fix.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 10, 2009, 02:42:52 am
Oh. I'd've sworn that it was 200x200 like it was when Toady introduced the resizability from 80x25.

edit: Was going to check if you had added animated or otherwise cursor support, but it looks like no, since the only options are "NO" and "YES" with no file specifier in the init. Huh. (http://img190.imageshack.us/img190/2595/mousej.gif)

edit 2: It appears something is making it not work entirely when set to yes- just hides the mouse cursor. (d16 linux.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Valarnin on September 10, 2009, 09:45:49 am
I'd like to first say, thanks for this. Been wanting to play on linux with a decent framerate for a while now. It even runs faster on my linux laptop than on my windows desktop. Only one issue I've noticed so far: shift+space to cancel out of embark configuration saving doesn't seem to work. Running Gentoo on an Asus n80vn using KEYMAP="us".
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 10, 2009, 10:43:49 am
That's especially amusing since the linux version is compiled in ways that slows it down considerably.   ;D
I'd suggest looking at the keymap window, see what shift-space registers as.

Cursor support is generally broken, right now. Once I get around to getting *that* working again, I'll do it in such a way that it doesn't stutter, regardless of fps rate.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Valarnin on September 10, 2009, 11:04:30 am
Found another bug, this one could be fairly serious if I didn't have seasonly autosave on. Selecting Scan Key, then hitting escape to bring up the menu, then hitting space, blocks up every key except escape and space. Thusly, in 5 or 10 minutes when it next autosaves, I'll have to killall -9 dwarfort.exe to get out of the game and reload my save.

EDIT: Or maybe it just blocks up enter, either way I can't save or do much else.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: GoldenH on September 10, 2009, 04:34:56 pm
I just had a DEP error crash explorer.exe under windows XP.. I've never had one before, so I am guessing it is the 40d16 DF's fault.  I was running other programs but I'm sure it wasn't them.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 10, 2009, 04:49:26 pm
I just had a DEP error crash explorer.exe under windows XP.. I've never had one before, so I am guessing it is the 40d16 DF's fault.  I was running other programs but I'm sure it wasn't them.

DEP crashes can be caused by all kinds of weird and innocuous-seeming stuff.  It probably had nothing to do with DF.
Title: Re: FotF: Dwarf Fortress 40d14
Post by: Gorjo MacGrymm on September 10, 2009, 10:03:38 pm
- Mouse not registering correct position for designations under some circumstances. Code rewritten from scratch.

I am still having this problem, but havent noticed anyone else mentioning it anymore.  It happens on both d15 and d16.  I tried looking it up in the bug list here http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues (http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues) but my browser dislikes the webpage for some reason so I couldn't check to see if the bug is listed there still.
Any advice?




Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 11, 2009, 03:18:15 am
Sure. Install Firefox.  :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on September 11, 2009, 08:37:37 am
Sure. Install Firefox.  :D
Or get the portable version of it if you are accessing the site from a workplace that rejects intelligence and restricts you to IE6 only because the board members are sleeping with Microsoft.  Er.... sorry.  Ranting again.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on September 11, 2009, 09:07:35 am
Sure. Install Firefox.  :D
Or get the portable version of it if you are accessing the site from a workplace that rejects intelligence and restricts you to IE6 only because the board members are sleeping with Microsoft.  Er.... sorry.  Ranting again.
That can't be the explanation.  IE6's persistence annoys Microsoft too (although not to the point that they'd release IE7/8 for older versions of Windows).  If the board members were cozy with Microsoft, you'd be forced to use IE8.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on September 11, 2009, 10:05:24 am
Sure. Install Firefox.  :D
Or get the portable version of it if you are accessing the site from a workplace that rejects intelligence and restricts you to IE6 only because the board members are sleeping with Microsoft.  Er.... sorry.  Ranting again.
That can't be the explanation.  IE6's persistence annoys Microsoft too (although not to the point that they'd release IE7/8 for older versions of Windows).  If the board members were cozy with Microsoft, you'd be forced to use IE8.
Oh, it's coming... but for right now, the internal sites were all designed for use with IE6 and most of them would seriously break using a standards browser.  But the company as a whole is taking up the Microsoft banner for everything else.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: jaked122 on September 11, 2009, 10:26:36 am
the one reason that DF for linux doesn't work on 64bit is because the ia-32libs doesn't include libsdl for 32 bit programs...
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 11, 2009, 10:52:42 am
That's Ubuntu, not linux as a whole. Anyway, you can perfectly well /install/ a 32-bit sdl on 64-bit Ubuntu.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: kenji_03 on September 11, 2009, 03:48:45 pm
I booted this up in windows and compared the exact same save file to each other.  The only changes I made to the Init files of DF 40d and your 40d16 were to turn FPS on and sound off (to maximize frame rate).

At the default resolution I was getting about 60-80 FPS on windowed with DF 40d.  Your 40d16 got me around 120-170FPS windowed.

It wasn't as drastic a change when full screen though.  I'd get about 50-70 on DF 40d and 80-100 on your 40d16.  So it works good on windows Vista 32 bit.

I'm running Ubuntu and want to test it out on my linux machine, so since there is not an official DF 40d for linux (I think our first was 40d3) what version should I compare to for linux machines?

Also, do you know of a linux OS that runs DF better than ubuntu?

Edit: I think this next problem is more a DF probem at large.  When resizing the window (it covers 1/3 my screens height, but it's entire width) to something close to square as opposed to rectangular, it slows down considerably.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: cooz on September 11, 2009, 05:31:03 pm
Hey,
i have some kind of zooming problem,
i'm using 16x16 charset (1280x400) on 1280x1024 monitor resolution, when i start DF everything's ok, but after i move its windows (which i have to do cause half of it if not visible) there's some effect similar to jpeg enlargement or something - pixels aren't sharp but somehow blurred...

Is it possible to force zoom to stay turned off, or maybe init.txt parameters setting window x/y position so i won't have to move it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 11, 2009, 05:50:13 pm
change the texture setting from LINEAR to NEAREST, it might help keep things sharp. It shouldn't be zooming if you're just moving the window- resizing though..
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 11, 2009, 06:32:14 pm
There are absolutely no code paths that trigger if you move the window; there is therefore no way that should, or could, trigger a bug that would cause unsharpness.

Try pressing F12, though; that will force a zoom reset to 1:1, and incidentally recalculate the black space. I can only see your description as being a window system or driver bug, but that doesn't mean it can't be worked around; if pressing F12 helps, then I could simply make DF do that automatically every time the window is moved.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Gorjo MacGrymm on September 11, 2009, 10:42:00 pm
Well, my asking for advice wasnt necessarily concerning my browser, but i am grateful for the information presented.

I was actually hoping for some information on my still having a problem with my mouse designating things exactly 10 places "south" of my pointer.

As I saw in Baughns d15 presentation, that was supposedly fixed, but I am still having that issue.  I finally got onto the bugs list page, didnt see anything.

So, any advice......about my mouse problem?  (this isnt an invite to say "CATS!")   ;D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 11, 2009, 10:50:23 pm
Well, when you move the window, it needs to redraw, period. There may not be code paths through YOUR code triggered, but the window needs to update, so it needs to re-blit.

Actually, I think I just figured out why it does the blanking thing- it ISN'T going through your code(I speculate), but it's clearing (for some reason or other) and the last memory the graphics modules have is of an only partially-updated frame. Therefore, when the code is deciding what to put up when no signals have been sent to DF to update, it just puts that up and nothing else, and DF doesn't redraw because it's none the wiser.

So yeah, while f12-ing each move is probably not the best idea, forcing a (real) redraw might be, as I can imagine a window manager sending the signal to clear and assuming that it would take the hint and redraw. (Or, just figure out how to actually get the refresh to path through your code ;))
Title: Re: FotF: Dwarf Fortress 40d16
Post by: cooz on September 12, 2009, 12:55:17 am
Sorry for interference, but it's quite weird thing, yesterday i was restarting DF more than 10 times with different init settings trying to get rid of this.

And today it's all sharp and clear, and i don't have a clue why. Maybe it's because windows 7 has borders quite thicker than good old xp and it's trying to fit whole window on screen - but hey, it's still release candidate, who knows...

Al least if this happen again i have couple more ways to fix it :)


EDIT:

ok, i got it again, on idea what triggers it >_<

F12 doesn't do much, changing [TEXTURE_PARAM:NEAREST] do the trick - but there are few "missing lines of pixels".

It looks like DF can't set right tiles size cause window got horizontally narrower,
it's size without borders is now 1276 px. I can shrink it more but there's limit on making it wider - is OS or program itself limit?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 12, 2009, 05:04:25 am
DF itself does not limit window size in any way, so it's the OS.

From what you're saying, the OS is changing the window size - without informing DF of the fact. That's not going to work. Hm, what happens if you then jiggle the window size a bit - resize it yourself?

(I am, of course, assuming that you have black-space on. You do, right?)

CobaltKobold: No, the window doesn't always need to be redrawn when it's moved. In some cases (compositing window managers, etc.) that's unnecessary, so I don't do that; instead, I'm more properly using the event hook for the windowing system telling DF that it needs to redraw.

Which would be fine and all, except the force-redraw code doesn't work.  ::)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 12, 2009, 05:22:51 am
Having the mouse off by that much should be impossible. Can you screenshoot the DF window? I might notice something.

Also, is it off by the same offset in all areas of the window? What about the top/bottom?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: cooz on September 12, 2009, 06:02:25 am
Yes, black-space is on,
i can resize window, but not to initial horizontal width, it must be some stupid windows 7 size restriction, as with smaller tileset (for example 14x16) everything's ok.

Could you add somewhere parameters to set initial window position to eg: x:0, y:0? As it's only solution i can think of for fixing it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Whitney on September 12, 2009, 12:59:54 pm
When I die in adventurer mode, I am unable to press ESC to "finish". I must CTRL-ALT-DEL out.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on September 12, 2009, 09:15:49 pm
Heads up, I've submitted a more limited version of my multi-font request to DF Suggestions (Alternative font for...)

On another point, is there any hope in 40d# of fixing the problem that certain in-game menus won't use the full vertical gridspace available?  For example, the labor-preference toggles are always split into five pages so as to fit a 25-line screen, even when there are far more lines than that actually available.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 12, 2009, 09:24:11 pm
On another point, is there any hope in 40d# of fixing the problem that certain in-game menus won't use the full vertical gridspace available?  For example, the labor-preference toggles are always split into five pages so as to fit a 25-line screen, even when there are far more lines than that actually available.

No, those won't be fixed by a 40d## release.  Toady has to rewrite the menus.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Angellus on September 13, 2009, 06:20:18 am
I do not know about you all, but the d## versions all seem to have a bug on fist boot, they never boot for me, only if I reopen the same .exe several times.
Even that is not working for me anymore, does anyone know what to do about this?
(I have a d14 version that seems to work fine, same problem, but it booted after several times, all the games log can tell about this is ***Starting new game***)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Deon on September 13, 2009, 10:00:53 am
Excuse me, I've noticed someone used a huge version of tiles (64x64) so I tried to set up the game this way, but I am obviously missing something.

I've resized the tileset to 64x64, but I still cannot zoom with mouse more than it was possible before. Where do I define the maximum tile size possible or something?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rose on September 13, 2009, 10:05:23 am
press ctrl+f10 to change zoom modes.

also, there's no 64x64 limit at all.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Deon on September 13, 2009, 10:18:17 am
Thanks, also when I was killed in adv. mode and it told me "You're deceased, press ESCAPE...", Esc didn't do anything, neither other keys.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Warlord255 on September 13, 2009, 01:00:44 pm
Alright, this is driving me nuts.

I'm on a Mac and for some reason it won't let me zoom in like it did in 40d14; I am using a 9x9 tileset which fits in a 1440x810 window, and with 40d14 I was able to zoom in to an 18x18 size for that nice, readable blocky look without having any fuzz or misaligned pixels.

Zooming in with this version only changes the size of the window, not the tiles, with BLACK_SPACE both off and on. Switching modes lets me get something close to the effect I want but at the cost of my menus; it's zooming rather than readjusting the screen like it did in 40d14.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 13, 2009, 02:55:13 pm
Zooming in with this version only changes the size of the window, not the tiles, with BLACK_SPACE both off and on. Switching modes lets me get something close to the effect I want but at the cost of my menus; it's zooming rather than readjusting the screen like it did in 40d14.
Please clarify. Zooming shouldn't alter the size of the window at all, and really can't; what do you mean?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Warlord255 on September 13, 2009, 03:23:32 pm
Zooming in with this version only changes the size of the window, not the tiles, with BLACK_SPACE both off and on. Switching modes lets me get something close to the effect I want but at the cost of my menus; it's zooming rather than readjusting the screen like it did in 40d14.
Please clarify. Zooming shouldn't alter the size of the window at all, and really can't; what do you mean?

My apologies; what I mean is that the game only allows me to zoom out and reduce the size of the tiles. Attempting to zoom in shrinks the game window and leaves the rest of the application window filled with black space.

The alternate mode zooms into the game view, but does so on only a part of it - almost always obsucuring the menu. In 40d14, it effectively reordered the grid to get the zoomed-in size.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: gamegyaan on September 14, 2009, 12:21:14 am
Since this is my first post on this forum, I have to start by saying, what an amazing, fantastic, mind-boggling piece of art this is!

With that said, I am having trouble with saves on 40d16. Most of the time (say 80%) the saves miss what happens the last couple of months before the save, sometimes they miss a whole season. I have autosave=seasonal, and autobackup=yes in my init.txt. I used to have this problem with 40d, and I got into the habit of saving and then quitting, before I restarted the game. But that doesn't seem to help here with 40d16

Aside from that, the game is much faster, and the zoom features are great!

gg
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 14, 2009, 09:48:28 am
[linux_40d16]
(V)isualize is spectacularly broken. Blinky and puts gibberish. Also outputs warning to terminal:
Code: [Select]
*********************************WARN_ONCE*********************************
File r300_state.c function r500SetupRSUnit line 1907
Don't know how to satisfy InputsRead=0x00000008
***************************************************************************
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vince on September 14, 2009, 01:55:21 pm
Since this is my first post on this forum, I have to start by saying, what an amazing, fantastic, mind-boggling piece of art this is!

With that said, I am having trouble with saves on 40d16. Most of the time (say 80%) the saves miss what happens the last couple of months before the save, sometimes they miss a whole season. I have autosave=seasonal, and autobackup=yes in my init.txt. I used to have this problem with 40d, and I got into the habit of saving and then quitting, before I restarted the game. But that doesn't seem to help here with 40d16

Aside from that, the game is much faster, and the zoom features are great!

gg
Make sure you start the correct save, that happened to me, too.
Let's assume you load spring, year 204, play until late summer 206 and save and quit.
The savegame 206-sum will be the autosave from early 206, while the savegame you loaded in the beginning, 204-spr holds your manually saved game from late summer 206.
This is because you are supposed to only load the embark-savegame and save on this. The seasonal saves are just backups.
It happened to me, maybe it happened to you, too. :)

By the way: Welcome in the forums!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: gamegyaan on September 15, 2009, 03:35:24 am
Since this is my first post on this forum, I have to start by saying, what an amazing, fantastic, mind-boggling piece of art this is!

With that said, I am having trouble with saves on 40d16. Most of the time (say 80%) the saves miss what happens the last couple of months before the save, sometimes they miss a whole season. I have autosave=seasonal, and autobackup=yes in my init.txt. I used to have this problem with 40d, and I got into the habit of saving and then quitting, before I restarted the game. But that doesn't seem to help here with 40d16

Aside from that, the game is much faster, and the zoom features are great!

gg
Make sure you start the correct save, that happened to me, too.
Let's assume you load spring, year 204, play until late summer 206 and save and quit.
The savegame 206-sum will be the autosave from early 206, while the savegame you loaded in the beginning, 204-spr holds your manually saved game from late summer 206.
This is because you are supposed to only load the embark-savegame and save on this. The seasonal saves are just backups.
It happened to me, maybe it happened to you, too. :)

By the way: Welcome in the forums!
thanks for the welcome and the help! I think that must be it, i'm going to log in now and see if it works. But it sounds like thats what is happening, I'm looking at the wrong folder for the current save. All though, this is one thing I do is always check the current modified stamp, and always load from the most recently modified folder. But maybe if its writing to the folder that I launched the game from, which is an existing older folder, it doesn't show up as currenly modified or something? Anyway I will let you know if that fixes it.
thanks again!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: corvvs on September 15, 2009, 07:05:51 am
Since this is my first post on this forum, I have to start by saying, what an amazing, fantastic, mind-boggling piece of art this is!

With that said, I am having trouble with saves on 40d16. Most of the time (say 80%) the saves miss what happens the last couple of months before the save, sometimes they miss a whole season. I have autosave=seasonal, and autobackup=yes in my init.txt. I used to have this problem with 40d, and I got into the habit of saving and then quitting, before I restarted the game. But that doesn't seem to help here with 40d16

Aside from that, the game is much faster, and the zoom features are great!

gg
Make sure you start the correct save, that happened to me, too.
Let's assume you load spring, year 204, play until late summer 206 and save and quit.
The savegame 206-sum will be the autosave from early 206, while the savegame you loaded in the beginning, 204-spr holds your manually saved game from late summer 206.
This is because you are supposed to only load the embark-savegame and save on this. The seasonal saves are just backups.
It happened to me, maybe it happened to you, too. :)

By the way: Welcome in the forums!
thanks for the welcome and the help! I think that must be it, i'm going to log in now and see if it works. But it sounds like thats what is happening, I'm looking at the wrong folder for the current save. All though, this is one thing I do is always check the current modified stamp, and always load from the most recently modified folder. But maybe if its writing to the folder that I launched the game from, which is an existing older folder, it doesn't show up as currenly modified or something? Anyway I will let you know if that fixes it.
thanks again!

I don't know if Windows does its accounting the same way, but I know that on POSIX-compliant systems (Linux, Mac OS X...) the directory's timestamp only changes if new files are created or deleted within the directory. Changing a file only changes the modified time on that file. So looking at the directory timestamp won't tell you when a save was last written to it if the filenames didn't change.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: gamegyaan on September 15, 2009, 11:38:25 am

I don't know if Windows does its accounting the same way, but I know that on POSIX-compliant systems (Linux, Mac OS X...) the directory's timestamp only changes if new files are created or deleted within the directory. Changing a file only changes the modified time on that file. So looking at the directory timestamp won't tell you when a save was last written to it if the filenames didn't change.

i just did a test on Windows, and its the same. The directory is modified only if you add/remove a file or modify directory structure in some way. Thanks, thats good to know! If you modify a file within the directory the directory's modified date does not change, only the file's date changes (obviously).

But that apart it seems like even after referring to the right directory, there is somethings missing in the last save. For instance I just logged back in the game, and 3 bridges that I remember building are no longer there. I think this might have to do with the cat-mouth-grip error thing which I fixed by modifying the raw files. I read on some other post that it can cause problems with saves, that might be what is happening with my saves.

anyway if anyone knows anything else that can cause problems with saves do post, search for saves in these forum boards does not throw up anything helpful.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Exponent on September 15, 2009, 02:28:31 pm
anyway if anyone knows anything else that can cause problems with saves do post, search for saves in these forum boards does not throw up anything helpful.

This sounded familiar, so I searched my post history and found the following:  DF Gameplay Questions:  Saves and Autosaves (http://www.bay12games.com/forum/index.php?topic=33863.0).  Maybe that will be of use.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on September 15, 2009, 04:48:40 pm
I'm still waiting for someone from the .40d## crew to weigh in on my more-limited multifont proposal, which has now dropped off the front of the suggestions page:

http://www.bay12games.com/forum/index.php?topic=41821.0 (http://www.bay12games.com/forum/index.php?topic=41821.0)

Last time, you guys dismissed my earlier, more general, multiple fonts proposal as unworkable because it would imply multiple supplemental-graphics sets.  But this proposal would only kick in on certain specific screens that do not display creatures -- so no extra supplemental-graphics tileset would be needed to go with the extra font.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 15, 2009, 04:52:25 pm
I'm still waiting for someone from the .40d## crew to weigh in on my more-limited multifont proposal, which has now dropped off the front of the suggestions page:

http://www.bay12games.com/forum/index.php?topic=41821.0 (http://www.bay12games.com/forum/index.php?topic=41821.0)

Last time, you guys dismissed my earlier, more general, multiple fonts proposal as unworkable because it would imply multiple supplemental-graphics sets.  But this proposal would only kick in on certain specific screens that do not display creatures -- so no extra supplemental-graphics tileset would be needed to go with the extra font.

That's beyond the scope of the 40d## project because it requires substantial rewriting of the menus.  Here's Toady's comment on an idea that encompasses yours: (http://www.bay12games.com/forum/index.php?topic=21498.msg243920#msg243920)

Quote
Nah, like I said, it's 80x25 to 200x200.  I can't make the numbers smaller as easily because the menus would need to be changed.  Basically, to support tilesets with larger tile dimensions (is that what you're getting at?), I'd need to scrap the grid and support smaller/variable width fonts coexisting with the larger images.  That doesn't mean it's not coming, it's just further down the line in the presentation stuff (to be supported in the full gutting I've brought up occasionally).  The latest change was something I could put together quickly with (I think) minimal hassles/bugs.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on September 15, 2009, 06:11:50 pm
That's beyond the scope of the 40d## project because it requires substantial rewriting of the menus.  Here's Toady's comment on an idea that encompasses yours: (http://www.bay12games.com/forum/index.php?topic=21498.msg243920#msg243920)

Quote
Nah, like I said, it's 80x25 to 200x200.  I can't make the numbers smaller as easily because the menus would need to be changed.  Basically, to support tilesets with larger tile dimensions (is that what you're getting at?), I'd need to scrap the grid and support smaller/variable width fonts coexisting with the larger images.  That doesn't mean it's not coming, it's just further down the line in the presentation stuff (to be supported in the full gutting I've brought up occasionally).  The latest change was something I could put together quickly with (I think) minimal hassles/bugs.
That seems to be an answer to a proposal to have multiple sizes of font on the same screen simultaneously, which is not what I'm looking for.  In my proposal, every character on the screen is always in the same font and size, at any given moment.  Just like zoom.

It's basically a variation on the already added zoom, with the following differences:

1. It has precisely two stops -- 80x25 and one other user-specified tilesize.

2. It would be prettier because an entirely different PNG file is used for the 80x25 font, instead of an ugly automatic bitmap-rescale of the small font.

3. It would automatically snap to 80x25 for worldgen and embark site selection, and then back to the user gridsize for all other scenes.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 15, 2009, 06:32:41 pm
2. It would be prettier because an entirely different PNG file is used for the 80x25 font, instead of an ugly automatic bitmap-rescale of the small font.

Baughn and some others were discussing TTF/SVG graphics earlier, which are a better solution for this problem than separate fonts.

3. It would automatically snap to 80x25 for worldgen and embark site selection, and then back to the user gridsize for all other scenes.

That's the part that isn't going to happen.  Toady isn't doing extraneous work on the menus as part of 40d## or the upcoming major release.  He also reads the Suggestions forum carefully, so you can be sure he'll see your idea and consider it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 15, 2009, 08:54:00 pm
Found an odd speed thing- looking at an (exposed) bottomless pit at surface causes framerate to go from about 180 (when looking elsewhere) to about 80, with no dwarfs doing anything.

Less of a hit but similarly if higher up. I'm thinking it might be how the "is-this-sky-tile" calculation is, but I dunno. (Nor do I know if it's in your branch.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: thobal on September 16, 2009, 12:47:57 am
I dunno if anyone else has noticed this, but if I start fullscreen and then later hit F11, I get a D3D state where my whole screen is shredded in a similar fashion to the old XCom UFO output glitch. Oddly enough, if I go back to full screen and then hit F11 a third time to return to windowed mode, everything works properly and no screen glitch is apparent. In older versions of the d##, this didnt work, but now its does Everytime. Not really much of a bug(probably just my ancient integrated chipset), but I thought I get it on record.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: kurokikaze on September 16, 2009, 07:21:44 am
Whoa, SVG tiles would be simply awesome. I hope it will be implemented in some manner.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: kaypy on September 16, 2009, 07:39:49 am
Baughn and some others were discussing TTF/SVG graphics earlier, which are a better solution for this problem than separate fonts.
Separate fonts can have some advantages of its own: I would rather like to see a setup that swaps from graphic to pseudo-ascii as zooming out shrinks the tile size below a certain point.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Warlord255 on September 16, 2009, 10:45:30 am
Baughn and some others were discussing TTF/SVG graphics earlier, which are a better solution for this problem than separate fonts.
Separate fonts can have some advantages of its own: I would rather like to see a setup that swaps from graphic to pseudo-ascii as zooming out shrinks the tile size below a certain point.

Personally, I'd be fine with switching between two resolutions of the same tileset, or just between two tilesets with seperate resolutions; I have no use whatsoever for the scratchy mismatched resolutions inbetween.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 16, 2009, 03:49:33 pm
Quote from: Baughn
Why not just have a "load" option that scans some directory for more interface files?

You could certainly download more from the wiki, but I'd like to make the game as self-contained as possible, and something as universally needed as a laptop interface.txt ought to be bundled with the game.
Say, now that you ha'e it set so you can multibind, why ot just change the interface init so it'll work with either by default?
Though I suppose the way hotkeys display, the user won't notice this way.
Spoiler: "LaptopOnly" (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Bricks on September 16, 2009, 08:38:47 pm
Second on the SVG support, saw the bumped post on the mods forum.  Any chance of this being implemented, Baughn?  I know you said you wanted a tile set to justify implementing it.  I probably couldn't produce anything unless large amounts of free time and talent fell on my head, but I am an Inkscape enthusiast, so I'd love to see the option.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Argonnek on September 16, 2009, 10:43:34 pm
I notice that my dwarves don't clean up muddy tiles. Has anyone else noticed this? Yes, my tiles are smoothed.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: WJLIII3 on September 16, 2009, 11:25:59 pm
Is there any way to disable the interface options and the resizable windows and zoom and all that? I prefer a fixed window.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: nonobots on September 16, 2009, 11:34:00 pm
Hi everyone, just want to share this:

I am very pleased to report that this version (40d16) works surprisingly well on an old Mac G4. These days I'm stuck with an old computer at home: a 1.25GHz Mac Mini G4 with 512 MB RAM and just a handful of free gigs on the hard drive. I'm runnng Mac OS X 10.4.

I tried the 40d version and it ran but very very slowly. Took hours to get through the first seasons.

Just for the heck of it I tried the 40d16 - I was pretty sure it would simply not run but OMG! I get decent frame rates! Around 100 FPS with the first batch of 7 dwarves.  I tried with a small World (65x65) and a 4x4 map and I hope keeping the pop under 30 or 50ish will keep the game playable.

Zoom works, mouse works, windows resize works the dwarf are happy (for now) and running around pretty fast (toward their doom probably). I already dug out my first levels, started some industries and exploratory mining and eveything is very smooth.

Sorry if this has been already reported I haven't read all the thread.

[EDIT:BTW to get it to work on Mac OS X 10.4 I couldn't just double click on the df script like in 10.5, I had to "get info" on the df file to tell it to open it with Terminal.app]
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on September 16, 2009, 11:57:53 pm
3. It would automatically snap to 80x25 for worldgen and embark site selection, and then back to the user gridsize for all other scenes.

That's the part that isn't going to happen.  Toady isn't doing extraneous work on the menus as part of 40d## or the upcoming major release.  He also reads the Suggestions forum carefully, so you can be sure he'll see your idea and consider it.
Really? All that would be needed is for him to add one function call (which would be implemented on the 40d## team's end) on entering a locked-80x25 screen, and one on leaving it.  The fact that the game can cope with zoom changes at any moment indicates the really hard work at his end has already been done.

You might be trying to say that support for exceptional 80x25 screens is redundant with recoding those screens to flexibly use the entire grid -- which is something Toady might get to eventually but not now.  But the screens that most concern me -- worldgen and embark site selection, fit perfectly well in 80x25.  There's no other use for the extra screen real estate, so I'd prefer to consume it with a big font.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 17, 2009, 01:29:12 am
Embark selection with greater viewpanels would be soooo much nicer though.
Worldpainter and worldgen/legends views are about the only things that aren't actually menus atm.

Perhaps when Toady gets around to fixing the "no inter-region-tile forts" artifact.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: tmountain on September 17, 2009, 09:33:18 am
For some reason, the graphics are totally corrupted when I try this under Ubuntu Linux 9.04. I welcome suggestions.

Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Sizik on September 17, 2009, 10:23:05 am
For some reason, the graphics are totally corrupted when I try this under Ubuntu Linux 9.04. I welcome suggestions.

Spoiler (click to show/hide)

All of the characters seem to have been changed to the one two tiles to the right. Check your tileset?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: tmountain on September 17, 2009, 10:36:36 am
I downloaded the copy of github, and it works great. This is awesome.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Razoric480 on September 19, 2009, 02:49:12 pm
I have to say I miss being able to set the grid size.

What I did in 40d11 was use Mayday's graphic pack, set the Windowed resolution to 1024x768, and the grid to 64:48. I'm not exactly sure what the game did then since the minimum grid is 80, but in any case, this allowed me to play at 1024x768 just fine and it looked just as good.

Now, if I want it to fill the window, I need to play at 1024x320 which is way too short, or 1280x1024, which is way too big. If I set it to 1024x768, I get the ugly big black boarders on the top and bottom as the game centers.

I'm having a lot of trouble wrapping my mind around the mechanics to try and get a good 1024x768 screen while still using Mayday's font which has served me well so far. Any ideas?


Nevermind. Turning off blackspace seems to work just fine.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: personjerry on September 19, 2009, 03:23:47 pm
EDIT: Found a fix... very strange, it works if I just run using this command:

./df ./libs
Now that's strange. It should make absolutely no difference.

Does it work if you specify some other directory? An arbitrary different directory? A nonexistent directory?

Anyway, I'm working on adding extra logging to DF so we can figure out why it's failing, for those of you having crashes. Might take a week or two.

sorry it took so long to respond, i'm forgetful xD

I gave up again after it started segfaulting when starting a fort :( guess it's back to 40d15 for me

WAIT, EDIT: the answer to the questions are: (the first two are the same?) yes, and yes. In fact, it seems to only segfault sometimes if i use ./df by it self
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 19, 2009, 05:56:42 pm
Quote from: DF0.28.181.40d16
I can't handle a window like this. Get a grip.
:D Though, it only triggers on a wide, squat window- it'll happily go down to minimum width with just the power-of-2 warning.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Durin on September 19, 2009, 08:14:43 pm
I have thusfar done only the barest minimum of testing, and am about to embark on getting my tilesets and so forth back in order for this version, but I have to say I love the window interaction and the significant reduction in processor use.  I'm going to try to import my old fortress in as well.

Thanks for this!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Empty on September 20, 2009, 09:36:03 am
I've recently bought a new computer and monitor.

I'm now running my screen size at 1920*1080

DF d16 does run. But only a small bit of the top left of the screen is used to show the dwarf fortress screen in.
I've tried a few things and searched trough half this thread but have been unable to find a way to force it in full screen.

So now I'm asking for help.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Bandobras on September 20, 2009, 09:36:57 am
Succes report for 40d16 downloaded from here on os x 10.3.9
(kept only for DF, otherwise I'd switch to Linux completely) on a 1 GB
PowerPC Mac Mini with 32MB Radeon 9200 running at 1920x1080
(so any full screen window takes 2 times graphics card memory :> ).
A dozen hours of gameplay with no problems, 20x20 ASCII tileset,
windowed mode, almost full screen window size, 13 FPS
on a 10x7 volcano map.

Version 40d was OK with 80x25 screen, but totally unplayable
with a few times bigger grid. In particular, even after pausing the game,
it still made my Mac whine like an airplane and other applications
reacted slowly.

When I find the time (which may take a while) I'll try compiling
this on PowerPC Ubuntu Linux (if that's possible --- please tell me).
I'll let you know.

Thanks a lot for your work!

P.S. My init.txt file, in case it helps with anybody's problems:
Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: bhelyer on September 20, 2009, 10:33:45 am
Quote
When I find the time (which may take a while) I'll try compiling
this on PowerPC Ubuntu Linux (if that's possible --- please tell me).
I'll let you know.

Technically possible, but it would require Toady to compile a Linux PPC binary. The source available is for libgraphics.so; the graphical interface stuff, all DF game code lives in dwarfort.exe, which is a 32 bit x86 Linux binary.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Bandobras on September 20, 2009, 01:42:29 pm
Technically possible, but it would require Toady to compile a Linux PPC binary. The source available is for libgraphics.so; the graphical interface stuff, all DF game code lives in dwarfort.exe, which is a 32 bit x86 Linux binary.

Oh, if the source is still closed, then probably not worth the effort, since PPC is dying, except perhaps if it would also run on PlayStation3. :)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Durin on September 20, 2009, 03:05:25 pm
I've recently bought a new computer and monitor.

I'm now running my screen size at 1920*1080

DF d16 does run. But only a small bit of the top left of the screen is used to show the dwarf fortress screen in.
I've tried a few things and searched trough half this thread but have been unable to find a way to force it in full screen.

So now I'm asking for help.

You likely just need to zoom in closer.  Mouse scroll bar is one way to do this.  I am not sure of others.

Seems once I got all my tilesets and graphics set up it zooms to max automatically, so if you use the graphics setting in the init file, if my guess is right, you can stop worrying about zoom.

I am sure I will be corrected shortly.

(Correction.  Zoom still works even after graphics.  Just once you are zoomed in, if you use one of these goofy laptop pads like I do, accidental zooming is not going to happen a lot)

Also, for comparison, I have a 92 dwarf Fortress here with no running water or magma, which used to hover around 15 fps that now performs around 40 fps pretty consistently, dipping down to the 30's from time to time for reasons I am not entirely sure of. 

Pentium dual CPU t3200 @ 2,00 Ghz, 2 G memory, running Vista (meaning really only one G memory).  HP laptop.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on September 21, 2009, 12:58:48 pm
Technically possible, but it would require Toady to compile a Linux PPC binary. The source available is for libgraphics.so; the graphical interface stuff, all DF game code lives in dwarfort.exe, which is a 32 bit x86 Linux binary.

Oh, if the source is still closed, then probably not worth the effort, since PPC is dying, except perhaps if it would also run on PlayStation3. :)
I have a PS3 and I love it... but with current programming technology and programming practices, DF would be pretty bad on the system.... that being said, I'd love to have DF (properly tweaked to the Cell) on my PS3, but I don't see it happening. ;)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: 2xMachina on September 22, 2009, 02:39:55 pm
d16 is much faster than 40d for me (40d is actually bugged for me. Slows to 10-20 when on screen, runs 80 off screen. d16 runs 80 off screen. Has dropped though, with immigration).

Except that d16 crashes for me... twice now I think.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: salttotart on September 24, 2009, 08:41:58 am
I'm having trouble setting a higher FPS on d16.  I'll have it set in the init.txt for FPS_CAP:120 and G_FPS_CAP:60 but it will never go over 100 FPS.  Should I try setting the VSYNC to DEFAULT?

Other than that I haven't had any real issues.  It crashed on me once, but it was right after it SEASONAL saved.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: snooptodd on September 24, 2009, 09:49:57 am
Windows?, Mac?, Linux?

salttotart:
try a small flat embark with no water, magma or chasm. If that don't work try the default init.txt with only show fps and fps_cap changed. I seem to remember Baughn saying not to change g_fps_cap because the name doesn't mean what you think it should
Title: Re: FotF: Dwarf Fortress 40d16
Post by: salttotart on September 24, 2009, 02:32:30 pm
Windows.

Yea, I lowered the G_FPS_CAP and it works wonders on my desktop copy of 40d16.  However, my laptop version is still crappy as hell.  Apparently 2.1 GHz DC is too slow to handle 6x6 Dwarf Heaven with 35 Dwarves, and 44 other animals. 

Off topic: Anyone have a similar speed who can tell me a suitable sized embark?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 24, 2009, 03:14:37 pm
Specifically, setting G_FPS_CAP *upwards* will mess up all sorts of things. If it's set above or, sometimes, at your screen vsync rate, the game ends up waiting for the screen to refresh instead of computing DF, thus locking the FPS rate to the screen refresh rate. Bad idea.

Feel free to decrease it, though.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on September 25, 2009, 09:58:10 pm
I too am getting the problem where hitting ESC does nothing after dying in Adventure Mode.  I held down the key for 10 minutes by propping up some junk on my keyboard, with no success.  After that I gave up and Ctrl-Alt-Del'd out of the game.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Xgamer4 on September 26, 2009, 11:06:22 am
Well, I decided to give up on Fedora just in general. I might use it if I ever need to host my own server, but as a desktop OS it has too many quirks I didn't really like. So I swapped to Linux Mint.

Dwarf Fortress works perfectly fine right out of the box. I was surprised, actually. Running it resets my screen brightness level, but that's not you. That's an outstanding bug.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: zxcvmnb on September 26, 2009, 01:34:46 pm
I too am getting the problem where hitting ESC does nothing after dying in Adventure Mode.  I held down the key for 10 minutes by propping up some junk on my keyboard, with no success.  After that I gave up and Ctrl-Alt-Del'd out of the game.

Me too. Forced save scumming

EDIT: In fact, it would appear that none of the keys do anything. Normally, after death, when one presses the keys for temperature, weather or date a message appears. This doesn't seem to be happening. Also, unlike 40d, time seems to go on after you are dead. (Elves running around etc.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DeathOfRats on September 26, 2009, 02:35:18 pm
Well, this is probably not a very pressing problem, since it only happens in very specific circumstances (which include incorrect data in the init file), but when the fullscreen resolution is too big for the display and you try to go fullscreen from a windowed game, it displays a message saying "SDL Initialization Failure: No video mode large enough for *resolution*", and "Error creating OpenGL window", and DF exits. While the messages are ok, wouldn't it be possible for the game to continue in window mode? Or at least not exit without saving?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 26, 2009, 04:21:58 pm
Sure, I could do that.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Quatch on September 27, 2009, 11:46:44 am
SDL window size bug(or button request):

Copied over some init settings from mayday, including a window/fullscreen size 1280x1024. My laptop only does 1440x900, and when I tried to set the window zoom (F12, may have accidentally hit F11), it pops up a window saying there isnt a video mode large enough.

Sadly this error window only has an Ok, not a cancel, and when you hit OK, it tries again and fails. I can't seem to resize the window or anything in the second it takes to repop the error message. I've changed my init, but I think thats only checked on load.

d16 mac version. OS10.6
Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vicomt on September 27, 2009, 04:58:20 pm
I too am getting the problem where hitting ESC does nothing after dying in Adventure Mode.  I held down the key for 10 minutes by propping up some junk on my keyboard, with no success.  After that I gave up and Ctrl-Alt-Del'd out of the game.

Me too. Forced save scumming

EDIT: In fact, it would appear that none of the keys do anything. Normally, after death, when one presses the keys for temperature, weather or date a message appears. This doesn't seem to be happening. Also, unlike 40d, time seems to go on after you are dead. (Elves running around etc.)

I'm not sure whether this is the same problem or not, but I'm getting (part of?) the keyboard locked up sometimes as well, one occasion, I could hit ESC to get tot he menu, but not select anything on there, or navigate the menu. the other time I couldn't even do that, couldn't get out of the mode I was in, which IIRC was mining, as I remember I couldn't designate any further mining.

annoying, as there's nothing else you can except kill the process.

system is - Vista 64 Home Premium - Intel Core2 Quad CPU W8200 - Geforce GTS 120 - Standard PS2 keyboard

I'll try and isolate the exact circumstances, but it's very finicky, I play every day and it's only happened a couple of times since i upgraded to 40d16, still, I'm making notes as I hit the problem, so if it continues, I might be able to find a repro case.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: OneRaven on September 28, 2009, 04:31:54 pm
Just got the lastest (d16) to use with Quickfort, and I can't get Blackspace to work. It always stretches the view to fit the window. Any way to fix this?

Edit: Blankspace works fine, sorry. Seems the 800x600 tileset itself was stretched...put the old tileset back in, everything's back how I want it.

Unfortunately, now all the blackspace is on the bottom, which doesn't look as good.

Edit Edit Edit Edit Edit - Woah. How do I lock the screen size to default 80x25 dimensions? I can't handle the awesome.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 28, 2009, 04:42:01 pm
The 800x600 tileset isn't stretched, it's meant to give a 800x600 window at 80x25. A lot of you were apparently squeezing it to 800x300.

I suppose for d17, whenever that happens, I should ask toady to bundle both versions.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: OneRaven on September 28, 2009, 10:26:06 pm
Exactly. I've been using the 800x300 version so long the new version just looks awful to me. 5:12 ratio is way too narrow; the 5:6 ratio looks good and is pretty close to square.

I've been playing for a year or two and I always remember the 800x600 being 800x300 in practice, so I don't know why it suddenly got "fixed" here.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on September 28, 2009, 11:26:35 pm
Old default init settings (putting the 800x600 font at 800x600 because it was labeled as such) stretched it. Baughn removed this feature of permitting you to independently decide x/y stretch arbitrarily.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Silverionmox on September 29, 2009, 05:06:33 pm
http://brage.info/~svein/df-40d16-head.tar.bz2

This link in the OP doesn't work. Can d17 be expected soon?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on September 29, 2009, 05:42:49 pm
No. Not until I find the time to actually do any of the things I need to do for it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Silverionmox on September 30, 2009, 04:46:53 pm
No. Not until I find the time to actually do any of the things I need to do for it.
That's life. Dual boot proves useful again.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on October 01, 2009, 12:00:27 am
I caused an error, but unfortunately have no idea how. I'm guessing it was trying to press Mouse4 or 5, but that doesn't reproduce it.
Code: [Select]
*********************************WARN_ONCE*********************************
File r300_state.c function r500SetupRSUnit line 1907
Don't know how to satisfy InputsRead=0x00000008
***************************************************************************
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Typoman on October 01, 2009, 12:33:48 am
whenever i press 0 in job manager (ie, 30 20 or 10 items) the game freezes for a bit then crashes, doesn't add to the error log. if you want a save of this pm me i still have the save that this happens in but i don't know if it is unique to the save.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mr_Bucket_Hat on October 01, 2009, 02:31:41 pm
By the way, Should I update the Dwarf fortress wiki main page? (http://dwarffortresswiki.net/index.php/Main_Page) The one that says the last update was over a year ago?

Or is it some kind of internal joke that I was too late to get?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on October 01, 2009, 02:52:32 pm
By the way, Should I update the Dwarf fortress wiki main page? (http://dwarffortresswiki.net/index.php/Main_Page) The one that says the last update was over a year ago?

Or is it some kind of internal joke that I was too late to get?
These builds are not "official" and are considered alpha builds... not to be used by the majority of people.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Grax on October 01, 2009, 03:07:34 pm
Or is it some kind of internal joke that I was too late to get?
These builds are not "official" and are considered alpha builds... not to be used by the majority of people.
By all of us? Hey, this is the right and only joke. ;-)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on October 01, 2009, 03:31:57 pm
Or is it some kind of internal joke that I was too late to get?
These builds are not "official" and are considered alpha builds... not to be used by the majority of people.
By all of us? Hey, this is the right and only joke. ;-)
The majority is not everyone. ;)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Grax on October 01, 2009, 03:46:29 pm
Or is it some kind of internal joke that I was too late to get?
These builds are not "official" and are considered alpha builds... not to be used by the majority of people.
By all of us? Hey, this is the right and only joke. ;-)
The majority is not everyone. ;)

Everybody see that? He just confessed us that he's the one who doesn't play alphas!  ;D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Mr_Bucket_Hat on October 01, 2009, 03:58:02 pm
When my fortresses fall on their faces and I have to beat the earth with a shovel again I'll probably download the latest one. I just need to find the link.

Screw that. The links probably at the start of this topic, yes?


And off the topic, does anyone mind if I add a few more Dwarf sections into the Wiki? Like Iron Man? You guys haven't made a Marvel or Black Sabbath reference Even once in that article. I mean, come on. Tony Stark attacks your Fort and you just lay out the bare facts? Shame. SHAME.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 01, 2009, 04:01:43 pm
And off the topic, does anyone mind if I add a few more Dwarf sections into the Wiki? Like Iron Man? You guys haven't made a Marvel or Black Sabbath reference Even once in that article. I mean, come on. Tony Stark attacks your Fort and you just lay out the bare facts? Shame. SHAME.

It's probably fine as long as it's funny, but let's not keep derailing this thread into wiki discussion.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Pierre Monteux on October 01, 2009, 09:32:20 pm
alright, I just upgraded from 40d14 to 40d16.

always on top hasn't worked for a while, though that has probably already been mentioned.  (I forget which version of dX series it broke on, its mostly an annoyance.)

My main concern is the removal of the tile tags in the init file.
[GRID:80:25]
[FULLGRID:144:74]

Thats the setting I used in d14, and earlier.  Now I can't get the tiles crammed in the way I used to since that tag is gone.

Can that be put back in as the starting values with the default a 0 for the flag to auto guess. At least then people can have more control over how it works.


     EDIT:  Did a bit or reading of the earlier posts.  I just grabbed the tile set from before.

Still though, it would be nice to be able to specify the initial gridsize.

My system is windows vista 64 bit.


Keep up the good work.  Dwarf fortress is running fast enough for me that it stays playable enough to get a king. 
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on October 03, 2009, 07:30:25 am
On the side, it doesn't seem to want to draw sharply like I think it should, when you specify a resolution that's exact multiple of your tileset (e.g. 1280x400 min for 16x16)

Yes, textureparam is on nearest.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: solidstate on October 04, 2009, 04:26:28 am
My apologies for going off this thread's topic, but I am a complete newb loving this game and wondering how I can make my Dwarf Fortress look like the one in this screenshot posted by Qjet on the first page of this topic.

http://img197.imageshack.us/i/dfsquared14.png/ (http://img197.imageshack.us/i/dfsquared14.png/)

What tileset is that, is it available for download somewhere, and what are the display settings used in the init.txt file (resolution/grid settings).

Thanks in advance to any who can answer.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 04, 2009, 04:31:19 am
^^^ Looks like Dorten's tileset. (http://dwarffortresswiki.net/index.php/List_of_user_character_sets#Dorten)  General info on installing a tileset is here. (http://dwarffortresswiki.net/index.php/Tilesets#Character_sets)  Instructions for setting up the resolution/grid in regular 40d are here. (http://dwarffortresswiki.net/index.php/Custom_grid)  If you're using 40d16, you don't need to specify a grid size.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SimRobert2001 on October 04, 2009, 04:45:57 am
Okay, i got the d16 linux version, however, when i try to change my key input settings, the enter key will not allow me to change the current settings.

I am using it on a laptop, and some of the keys are QUITE inconvenient. I also brought the mike mayday set over from my previous install. Yes i installed D16 FIRST, then the LINUX HEAD. Did i do something wrong on accident?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on October 04, 2009, 12:33:58 pm
40d16: Legends hangs on large worlds (at "Importing World..." sometimes until you hit esc for menu then cancel, then it goes through rest. Ne'er had it happen in 40d itself.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vicomt on October 04, 2009, 01:24:14 pm
I'm not sure whether this is the same problem or not, but I'm getting (part of?) the keyboard locked up sometimes as well, one occasion, I could hit ESC to get tot he menu, but not select anything on there, or navigate the menu. the other time I couldn't even do that, couldn't get out of the mode I was in, which IIRC was mining, as I remember I couldn't designate any further mining.

annoying, as there's nothing else you can except kill the process.

system is - Vista 64 Home Premium - Intel Core2 Quad CPU W8200 - Geforce GTS 120 - Standard PS2 keyboard

I'll try and isolate the exact circumstances, but it's very finicky, I play every day and it's only happened a couple of times since i upgraded to 40d16, still, I'm making notes as I hit the problem, so if it continues, I might be able to find a repro case.

just duplicated my problem.... alt-tabbing out of fullscreen 40d16, then alt-tabbing back in will lock up the entire keyboard. luckily, alt-tabbing back out and in again fixes it. I can repro this in my current fort, havent' had time to test it any others yet. will also test tomorrow on a different pc, see if it's the same in win-xp
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Markavian on October 07, 2009, 03:49:09 pm
Good work, got 40d16 going on my laptop without issue. I welcome that you can resize the window dynamically, big help.

Don't think I'll be using the zoom out feature though, is a bit messy; on the map-archive I usually zoom out to binary divisions (0.5, 0.25, 0.125) to get a crisper image.

For ref, heres my init.txt:
Spoiler (click to show/hide)

Ahh, I've just noticed a bug. And it caused an issue on the map archive.
Banding-- some times don't always get rendered in quite the right place, and apparently they don't look pixel perfect. Its worse when the window size is dragged to an intermediate size.

When the map gets exported, this banding is still present, and this messes up the map compressor's ability to compress effectively.

Image:
(http://mkv25.net/showcase/banding_problem_40d16.png)

The position of the banding moves depending on the size of the window. Any idea if it can be fixed?

- Markavian
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on October 07, 2009, 11:26:48 pm
Another bug, that I'm uncertain the reasons for- occasionally, when entering note text in Fortress Mode, lowercase p refuses to enter.

(And no, it's not my keyboard, or capital P would as well. When it occurs, it refuses it for much consecutive time. I haven't figured what starts/stops this bug.)

Confirming Markavian's banding issue (on linux d16) I don't see why it'd do it when blackspace is on...though I have a hunch, just a moment. Nope, window decorations are outside the specified dimensions as is proper.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: vins on October 08, 2009, 01:05:12 pm
Testing it......
Only problem so far : "Shift+;" / ".", doesn't work with an Azerty keyboard

And I have a question, will this be improved ?
Spoiler (click to show/hide)

It could be helpfull, for long custom profession name, and to see more of the list.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 08, 2009, 01:11:04 pm
^^^ Yes, it will be fixed eventually.  That isn't what the 40d## versions are for though.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Majorlag on October 09, 2009, 12:18:43 am
In regards to the "Press esacpe to DO ABSOLUTELY NOTHING" adventure mode error:

I haven't found a suitable place to confirm it, but it seems that after death the game will only bother to check for input when there is a new message added to announcements, or it might be only when the game pauses so you can hit [MORE]. Currently this is anecdotal. If I can find (or start) a nice civil war / groundhog invasion I can test my theory.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 09, 2009, 12:35:28 am
In regards to the "Press esacpe to DO ABSOLUTELY NOTHING" adventure mode error:

I haven't found a suitable place to confirm it, but it seems that after death the game will only bother to check for input when there is a new message added to announcements, or it might be only when the game pauses so you can hit [MORE]. Currently this is anecdotal. If I can find (or start) a nice civil war / groundhog invasion I can test my theory.

Verified.  There also appears to be some oddness where, after successfully reaching the Esc menu, hitting "Return to Game" the first time simply causes the last announcement to pop up at the bottom of the screen.  Pressing Enter a second time takes you back to the death scene as usual.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: darkflagrance on October 09, 2009, 01:15:42 pm
Sorry if this already has been noted -

If I decide to run d16 in the background and then click back into it, on occasion the screen turns completely black.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SeigeOps on October 11, 2009, 02:54:44 pm
Sorry if this already has been noted -

If I decide to run d16 in the background and then click back into it, on occasion the screen turns completely black.

I believe that has to do with the Partial Print option in the init. file where the game will not refresh the tiles unless there is a change in data.
It happens to me as well when I'm switching between programs,
but I usually fix it by going to another screen or quickly zooming out then back in.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 11, 2009, 03:00:23 pm
^^^ You can also force it to refresh by grabbing the title bar to drag the window around.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: kurokikaze on October 12, 2009, 08:12:25 am
Anyone knows, will this be continued or not? It had some cool ideas for future like SVG tilesets.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 12, 2009, 12:47:16 pm
It's going to get merged with the upcoming release, but it's in feature freeze for the time being.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: smjjames on October 12, 2009, 12:53:23 pm
Sounds like there are still a few bugs to iron out of this though.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Greg on October 12, 2009, 02:03:39 pm
Is there any way i can access saves from my other version of dwarf fortress?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 12, 2009, 02:07:24 pm
Is there any way i can access saves from my other version of dwarf fortress?

Yes, each saved game is a folder inside /data/save.  They'll have names like region1, region2, etc.  Just move or copy them from your old version into the new version.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Fleeb on October 13, 2009, 12:14:41 pm
Sorry if this has been brought up already, but is GRID and FULLGRID in init not functioning on d16? I can only seem to get default grid sizes, and pasting it in does nothing.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: AtomicPaperclip on October 13, 2009, 11:05:23 pm
is anyone else not being able to activate certain labors, or did I just muck up when I was modding something?

Not being able to farm, butcher, brew, hunt, or cook is kind of problematic.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on October 13, 2009, 11:14:33 pm
Sorry if this has been brought up already, but is GRID and FULLGRID in init not functioning on d16? I can only seem to get default grid sizes, and pasting it in does nothing.
Those no longer do anything, in favor of the resolution options.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 14, 2009, 01:46:05 am
is anyone else not being able to activate certain labors, or did I just muck up when I was modding something?

Not being able to farm, butcher, brew, hunt, or cook is kind of problematic.

99% sure it's your mods.  Make sure you have the correct PERMITTED_JOB settings in the entity definition.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: KillHour on October 14, 2009, 08:29:47 pm
Not sure if this is the place to put this, but now that zooming is in, the next logical step would be to allow you to zoom in larger than the tile set.  Adding hqx (http://web.archive.org/web/20070717064839/www.hiend3d.com/hq4x.html) interpolation would make this look better, and I believe it would go well with the style of most tilesets.

Edit:

Here's a comparison between HQX and Nearest Neighbor with a slightly modified Lemunde tileset:

Original
(http://img119.imageshack.us/img119/654/lemunde16x16.th.png) (http://img119.imageshack.us/i/lemunde16x16.png/)

32x32
HQ2X:(http://img202.imageshack.us/img202/8073/lemunde32x32hqx.th.png) (http://img202.imageshack.us/i/lemunde32x32hqx.png/) Nearest Neighbor:(http://img202.imageshack.us/img202/2042/lemunde32x32nn.th.png) (http://img202.imageshack.us/i/lemunde32x32nn.png/)

64x64
HQ4X:(http://img119.imageshack.us/img119/3527/lemunde64x64hqx.th.png) (http://img119.imageshack.us/i/lemunde64x64hqx.png/) Nearest Neighbor:(http://img97.imageshack.us/img97/5751/lemunde64x64nn.th.png) (http://img97.imageshack.us/i/lemunde64x64nn.png/)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Jude on October 15, 2009, 04:39:30 pm
Just a report, 40d gets me a higher framerate on a 160 dwarf fortress than 40d11 and 40d16 PUT TOGETHER. The difference is less extreme in smaller forts but 40d is still faster.

Whatever it means.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 16, 2009, 02:21:50 am
Did you experiment with the print mode settings in 40d11 and 40d16?  I don't think the default settings give most people much of a boost.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on October 16, 2009, 06:08:13 am
Actually, the default settings give a decent boost, in many cases.

The only cases where 40d16 should be *slower* is if (a) it's been unpacked on top of a 40d/40d15/whatever install or otherwise broken, or (b) you have really old OpenGL drivers.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: snooptodd on October 16, 2009, 08:47:07 am
If I resize the window, performance goes directly into the crapper. I never get more than 20 or so FPS if I drag the window bigger, even if I get around 80-100 with the default window size(I'm running on a fairly marginal machine - 1.6GHz or thereabouts, and it's a Celeron at that).
This happens using [PRINT_MODE:STANDARD] if i use PARTIAL:10 the frame rate doesn't drop much. I am wondering when will it be slower to use PARTIAL 20, 30, 50, never? 

hmm, Is there a cap on PARTIAL? I cant see a difference using anything over 10.

One weird thing, on the title screen if i zoom I get flickering but when I load a fortress I don't get any flickering.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ArneHD on October 16, 2009, 11:46:10 am
I'm having a bit of trouble with the latest release. Although it works fine, I have a 16:9 ratio screen and so the screen is squashed horizontally, and it is really annoying to look at.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Quatch on October 16, 2009, 12:18:19 pm
The only cases where 40d16 should be *slower* is if (a) it's been unpacked on top of a 40d/40d15/whatever install or otherwise broken

Could you expand upon this? If I want to carry a save game over from a previous 40d, will it slow down, or only if I copy non-save game (save, raw, objects) files?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 16, 2009, 12:29:42 pm
Could you expand upon this? If I want to carry a save game over from a previous 40d, will it slow down, or only if I copy non-save game (save, raw, objects) files?

Save and raws are fine.  /data/objects would be fine performance-wise too, although generally you shouldn't.  Anything else is perilous, probably DLLs from the old version in particular.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Jude on October 16, 2009, 02:30:40 pm
Did you experiment with the print mode settings in 40d11 and 40d16?  I don't think the default settings give most people much of a boost.
Yes, same results. Also, the print mode in d16 makes everything go to hell on mine.

Quote
The only cases where 40d16 should be *slower* is if (a) it's been unpacked on top of a 40d/40d15/whatever install or otherwise broken, or (b) you have really old OpenGL drivers.
B) is a possibility, since my computer is from oh, 2005 and I don't even know what an OpenGL driver is. Just thought I should report the results
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on October 16, 2009, 02:36:03 pm
B) is a possibility, since my computer is from oh, 2005 and I don't even know what an OpenGL driver is. Just thought I should report the results
In most cases, simply updating your video card drivers will do the trick.  Have you done this recently?  What kind of video card do you have? (Sorry, I haven't read back to see if you already posted this...)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 16, 2009, 02:38:10 pm
B) is a possibility, since my computer is from oh, 2005 and I don't even know what an OpenGL driver is. Just thought I should report the results

Yeah, you probably need new graphics drivers.  Go to the website where your hardware vendor provides software updates, or right click on your (Windows) desktop, hit Properties, go to Settings, look for a phrase that starts with "ATI" or "Nvidia," and type that phrase into Google along with "drivers."
Title: Re: FotF: Dwarf Fortress 40d16
Post by: snooptodd on October 16, 2009, 03:22:43 pm
B) is a possibility, since my computer is from oh, 2005 and I don't even know what an OpenGL driver is. Just thought I should report the results

Yeah, you probably need new graphics drivers.  Go to the website where your hardware vendor provides software updates, or right click on your (Windows) desktop, hit Properties, go to Settings, look for a phrase that starts with "ATI" or "Nvidia," and type that phrase into Google along with "drivers."
or "Intel" or "VIA"

some links to help out

Intel drivers (http://downloadcenter.intel.com/Default.aspx)
Nvidia drivers (http://www.nvidia.com/Download/index.aspx)
Ati drivers (http://ati.amd.com/support/driver.html)
VIA drivers (http://www.via.com.tw/en/support/drivers.jsp)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Jude on October 16, 2009, 11:02:34 pm
I'll have to look into this. My computer obviously has some kind of video card, it can run...let's see, it runs Morrowind decently, and XIII very well and...that's probably the newest game I've tried on it. But damn if I know anything about the hardware.

Not much of a computer buff.

Also, about the screen ratio thing...I pasted my init file into d16, but I noticed in d16's init file, it doesn't have the thing to specify screen size, and it just opens up as 1/3 of the screen like DF used to back before the fullscreen update. What's with that?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 16, 2009, 11:09:19 pm
I'll have to look into this. My computer obviously has some kind of video card, it can run...let's see, it runs Morrowind decently, and XIII very well and...that's probably the newest game I've tried on it. But damn if I know anything about the hardware.

I gave instructions above for determining what video card you have.  It should take about 30 seconds.

Also, about the screen ratio thing...I pasted my init file into d16

Your 40d init file?  Oh dear.  Don't copy your init file over, as a rule.

Get 40d16 again and don't obliterate its poor init file.  You can tweak resolution, or (new feature!) you can just drag the corner of the game window.  It's smart enough to figure out grid size itself now.  Also, the 40d16 init file explains how to tweak the PRINT_MODE parameter.  Try that.  I don't know what experimentation you did before, but it was probably doomed by the copied file.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Jude on October 16, 2009, 11:12:50 pm


I gave instructions above for determining what video card you have.  It should take about 30 seconds.
I'm not actually at that computer now.


Quote
Your 40d init file?  Oh dear.  Don't copy your init file over, as a rule.

Get 40d16 again and don't obliterate its poor init file.  You can tweak resolution, or (new feature!) you can just drag the corner of the game window.  It's smart enough to figure out grid size itself now.  Also, the 40d16 init file explains how to tweak the PRINT_MODE parameter.  Try that.  I don't know what experimentation you did before, but it was probably doomed by the copied file.

osnap

But yeah, I figured pasting over the init might be a problem...I'm pretty sure I tried the "vanilla" d16 with my savegame to test FPS but I'm not 100% sure. I'll have to go back and doublecheck.

Actually now that I remember, I just pasted the sections of the init files where it asks for graphics, since I didn't feel like typing out "guybrush_squares.png" six times
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ArneHD on October 17, 2009, 06:42:22 am
I'm having a bit of trouble with the latest release. Although it works fine, I have a 16:9 ratio screen and so the screen is squashed horizontally, and it is really annoying to look at.

Is there any way to change the graphics in this release? It is getting really annoying to have squashed tiles.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Pete³ on October 17, 2009, 01:13:13 pm
About that hq4x filtering: there is a modified SDL.dll floating around the net which offloads the scaling to your gfx card..
http://www.syntax-k.de/projekte/sdl-opengl-hq/ (http://www.syntax-k.de/projekte/sdl-opengl-hq/)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on October 17, 2009, 05:10:14 pm
DF uses SDL purely for keyboard input and to get an opengl context; it does not use it for video output.

If you want to use hq4x, run the scaler over the tileset, then use the pre-resized tileset. That should work fine.

There's also nothing in 40d16 that cares whether your screen is 4:3 or 16:9; I've got a 16:10 display myself, and it works fine. If it seems squashed, that's most likely due to using the default (squashed) tileset.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 17, 2009, 05:15:43 pm
There's also nothing in 40d16 that cares whether your screen is 4:3 or 16:9; I've got a 16:10 display myself, and it works fine. If it seems squashed, that's most likely due to using the default (squashed) tileset.

Yeah, I often use a 16:10 external monitor with my laptop.  I love how the game seamlessly adapts to resolution changes now.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DrazharLn on October 20, 2009, 12:44:08 pm
See edit

Slower than 40d (~52 vs ~65 fps), no problems.

Tested on an 8x8 map with 29 dwarves (deliberately stress testy). Game freezes less than standard (non-fatal freezes lasting half a second or so, probably due to map size) but is otherwise indistinguishable, save the intro running at the fps set in init.txt, not 100 as in 40d.

Oh yeah, running at 100:65 grid size (probably), at 1680x1050 res, fullscreen.

I copied over the 40d init file, if that affects fps, then my results are invalid.

EDIT: Turns out the init file does have an effect, with the (slightly modified) original init file fps was a slightly faster 65-70 fps.

Please subtract one vote from slower no problems and add one to faster, no problems :P

As the init file seems to make such a difference, perhaps you should note somewhere that you absolutely should NOT copy your 40d init file over, for those that it does not occur to (I thought they would be identical).

EDIT2: Using VBO print mode causes DF to crash on start. The sound is played, but the game immediately crashes. I'll test on my linux laptop later (unintentional alliteration!) to see whether it is just windows or this PC.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Xgamer4 on October 20, 2009, 12:59:17 pm
As the init file seems to make such a difference, perhaps you should note somewhere that you absolutely should NOT copy your 40d init file over, for those that it does not occur to (I thought they would be identical).

Yeah, you really should note this somewhere. Like at the very top of the init file. It might seems obvious to you guys, but to most of the players it doesn't really seem like there should be much of a difference.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 20, 2009, 01:02:49 pm
Yeah, you really should note this somewhere. Like at the very top of the init file. It might seems obvious to you guys, but to most of the players it doesn't really seem like there should be much of a difference.

Agreed.  We've seen enough people attempting it that Measures Should Be Taken.  Putting a warning in the init file itself is a great idea, and it might also be good to include it along with other compatibility warnings (you can copy saves from version X, you can't copy raws, you can copy graphics, you can't copy init, etc.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on October 20, 2009, 02:27:28 pm
The init.txt parser needs to be rewritten. Failing that, there should be a launcher that takes care of all this.

Say.. would anyone like to volunteer to write one?  :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Kobold6 on October 21, 2009, 10:58:45 pm
Okay, so I hit the scroll wheel and it zoomed out a bit. Awesome, except now my hard disk is being thrashed and D16 isn't running anymore.

Anyone had a similiar problem.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DrazharLn on October 22, 2009, 08:52:36 am
Zooming works fine for me.

Can we have more of an explanation of the modes used in print mode?

VBO mode doesn't work for me, but I don't know what it is either, so that may or may not be surprising.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on October 22, 2009, 10:35:35 am
Right, quick explanation.
In all modes, there are four arrays involved.
- Vertex array: Tells OpenGL where on the screen the tiles are
- Texture coordinate array: Tells it what to draw in a given tile
- Foreground/background color arrays: Which color to blend into the tiles

Each of the print modes handle these arrays differently.

Standard mode: All arrays start in system memory, are copied through the PCI bus, and are fully rewritten every frame. The entire window is redrawn every frame. This is faster than you'd think, and very reliable.

Partial mode: Unless there is reason to think the whole window must be redrawn (detecting this is slightly buggy), only the tiles that have changed are drawn. It otherwise acts as standard mode.

Accum mode: A GL extension is used to copy the entire window to GPU memory after it's been drawn, and copy it back at the start of each frame. This makes partial printing more reliable, but is unfortunately usually pretty slow; your card (or PCI bus) needs to be *really* slow for this to be a win. Partial printing is on, and locked to 0 redraws.

Frame-buffer mode: A (newer) GL extension is used to draw to an off-screen texture instead of the window; that whole texture is then drawn to the window every frame. Partial printing is on, and locked to 0. This is usually slower than actual PARTIAL:0 mode, but more reliable.

VBO mode: This acts like standard mode, except that a GL extension is used to keep the (never-changing) vertex array in GPU memory. Partial printing is off. A lot of cards, particularily older cards or ATI cards, implement this badly. It is in theory slightly faster than standard mode, but in practice anything that can use it runs either code path in approximately zero time.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vince on October 22, 2009, 11:12:34 am
Activated VBO crashes DF for me.
When I deactivate the extension limit in the NVidia driver, DF shows a black screen and does nothing.
Driver Version 186.18,
GeForce 8800M GTS

VBOs work on my laptop, in general (they are used in a current project at the university)

It seems it has to do with some extensions. Maybe they are too old or too new?
Which do you use?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 22, 2009, 03:11:45 pm
Report of segfaults in Ubuntu Jaunty for 40d16 HEAD, (http://www.bay12games.com/forum/index.php?topic=43731.0) with detailed crash info etc.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: steff on October 22, 2009, 03:35:21 pm
Ta chap!

FWIW, the same crash hasn't yet occurred in Jaunty 32-bit running in Virtualbox 3.0 on the same machine. It's slow though. So slooooow.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on October 22, 2009, 03:54:14 pm
The backtrace is failing because the stack has already been clobbered by the time gdb catches the crash. For better results, run under valgrind.

The crash appears to be in strcat, but that means relatively little without knowing *which* use of strcat. Please, try valgrind?

Also, there's exactly one use of strcat in the graphics code, in the code for graphical tilesets. Which is not to say that other library code doesn't call it; I'd need a backtrace for that. Still, try turning graphical tiles off, see if it matters? Or tell me if they're already off?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: steff on October 22, 2009, 04:15:49 pm
Righto, valgrind it is. I can live with teh sl0w, since the alternative is Virtualbox which is currently giving me 2FPS anyway. Graphical tiles aren't installed - this is a brand new untar of the distributed version with nothing added.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: steff on October 23, 2009, 04:51:35 am
Left it overnight, since it gets essentially 0 FPS with valgrind running :-)

Select dwarf from 'u' menu, hit v, then Enter. BOOM!

Valgrind output is at http://pastebin.com/fdfda31f
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vince on October 23, 2009, 09:32:26 am
I intercepted the OpenGL errors in VBO mode and found this:

GL ERROR - Function glMapBufferARB generated error GL_OUT_OF_MEMORY
GL ERROR - Function glMapBufferARB generated error GL_OUT_OF_MEMORY
GL ERROR - Function glMapBufferARB generated error GL_OUT_OF_MEMORY
GL ERROR - Function glUnmapBufferARB generated error GL_INVALID_OPERATION
GL ERROR - Function glUnmapBufferARB generated error GL_INVALID_OPERATION
GL ERROR - Function glUnmapBufferARB generated error GL_INVALID_OPERATION

I guess this is the symptom - but what would be the cause?
I have more than enough physical memory I guess - both system RAM (3GB) and graphic RAM (512 MB).

EDIT:
I ran the gDEBugger over it, it came with this:
VBO: http://www.file-upload.net/download-1964791/Context2-OpenGLCallsLog.html.html
STANDARD: http://www.file-upload.net/download-1964792/Context2-OpenGLCallsLog.html.html
It seems it binds textures until the memory is full.
I don't have the code, so I don't exactly know if I am correct at all, but it's my best guess.

EDIT2: the GLError OpenGL Error: glMapBufferARB - GL_OUT_OF_MEMORY occurs three times during three callings of
glMapBufferARB(GL_ARRAY_BUFFER, GL_WRITE_ONLY)
After than the unmap function fails three times, of course.
(EDIT 4: Oh, that's the same I wrote above :D)
Then it crashes.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on October 23, 2009, 02:38:58 pm
steff: That's a DF bug. Report it on the bug forum, to Toady; preferably so he can replicate it.

Vince:
It wouldn't be the total memory use that's a problem, just the way it's being used. It's odd, though. The game explicitly checks whether those work, and switches from VBO to standard if they don't; if you get those errors, your drivers are lying in a bad way.

What gpu is that?

Anyhow.. glMapBufferARB is meant to map GPU memory directly into the application's address space. It reduces the number of copies required, thus slightly increasing speed. Unfortunately.. well, you saw; it's not too well supported.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vince on October 23, 2009, 02:46:07 pm
Vince:
It wouldn't be the total memory use that's a problem, just the way it's being used. It's odd, though. The game explicitly checks whether those work, and switches from VBO to standard if they don't; if you get those errors, your drivers are lying in a bad way.
Newest NVidia, 186.18
What gpu is that?
GeForce 8800M GTS
I'll try it with my other pc... Let's see...
GeForce 7600 GT crashes, too. The driver is a bit older, by the way (had no chance to check it, it is occupied right now :D)
Anyhow.. glMapBufferARB is meant to map GPU memory directly into the application's address space. It reduces the number of copies required, thus slightly increasing speed. Unfortunately.. well, you saw; it's not too well supported.
I know, and they can be a pain to implement, too. :D (I had a dependency hell with those extensions...)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: steff on October 23, 2009, 04:39:09 pm
steff: That's a DF bug. Report it on the bug forum, to Toady; preferably so he can replicate it.


Duly added to my original bug report thread. Ta!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: droid on October 26, 2009, 12:40:07 pm
When the adjustable grid was introduced (40d I think), I tweaked it to find the optimal size for my screen. But I haven't found out how to get things the way I want them with the new system.

I would like to use:
[FULLGRID:84:50]
and have as the default
[FULLGRID:0:0]
which would mean autofind the grid like it does in 40d16.

Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 26, 2009, 12:43:34 pm
^^^ Set your desired resolution in the 40d16 init.txt, and it'll figure out what grid size to start with (40d16 doesn't have a notion of a set grid size).  You can also expand the window by dragging its corners, like any other window, or you can hit the "Maximize" button in the upper right.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Wraith on October 26, 2009, 04:40:02 pm
Newest NVidia, 186.18
Isn't NVidia up to around 191.xx for that card?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vince on October 26, 2009, 04:55:49 pm
Newest NVidia, 186.18
Isn't NVidia up to around 191.xx for that card?

GeForce 8800M GTS is a laptop card. :D
(And I went through the hassle modifying the inf and installing the 191.xx, but a) it didn't work either and b) the NVidia control panel doesn't install in that case)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on October 26, 2009, 05:33:36 pm
Something funny is going on there.

I've got an 8600GT myself - another laptop card - and if VBOs work here, they should definitely work for you.

Of course, I'm using linux.
What's actually failing is mapping the gpu memory into the application's address space, so maybe it's due to insufficient address space?

In that case, a 64-bit OS (like mine) would never see any problems, while a 32-bit one would be in trouble depending variously on driver specifications and total installed memory - in this case, less memory would be better.

How much memory did you say you have? Could you try pulling one of the chips, see what happens?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vince on October 27, 2009, 06:29:24 am
3GB. I could try it, but VBOs in general work on my system (I use them myself) - I only have that problem with DF.
32 bit here btw.
I'll try it with 1 bar less now, wish me luck :D

EDIT: Nope. Didn't work either - and to be honest: I wasn't surprised.
I mean, VBOs work in other applications on my machine, too. And modifying my hardware to fix this problem... Are you sure it isn't just a coding issue? Maybe there are some win32-specifications that aren't met?
I don't really want to search for my Ubuntu-disk to try it under linux, but if you insisted, I would do it and try it there :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SirPenguin on October 27, 2009, 09:03:00 am
I really enjoyed the explanations for the various modes, so do you think you could do the same for the different "levels" of Partial Print? I'm kind of blindly increasing/decreasing that number and I'm hard pressed to find any sort of effect...adverse or otherwise. Is there a number range I should be aiming for?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on October 27, 2009, 10:33:18 am
Vince:
This should not be the case. I followed the relevant OpenGL specification; windows-specific requirements are a big no-no, although I certainly wouldn't be very surprised if one exists.

Lacking (hard/soft)ware that does this, however, there really no useful way I can debug it. It would be nice if you could figure out what's going on, but really, standard mode should be more than good enough on that hardware.

Sir Prinny:
The partial-print number is the number of times a given tile is redrawn before we stop, after it has been changed.

The reason it exists is that the SDL window DF asks for is, by default, double-buffered. This means there are two areas in video memory for it; we draw to one, while the other is displayed, and they are then swapped.

Turning on single-buffering changes that to, well, a single buffer; if this works (which it very often doesn't, except on old hardware), only one drawing is required, which you get by setting redraw count to 0.

You should normally not need more than 1. However, for situations such as triple buffering, 2 may be needed. That said..

Modern GPUs often have far more than three buffers, and old ones may be overwritten with random data before going back on the top. In that case, you may need a large number - in which case the performance goes to hell - or partial printing simply won't work at all. Dealing with this problem is what the Accum and Frame_buffer modes are for, as both emulate single buffering.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vince on October 27, 2009, 11:20:51 am
Vince:
This should not be the case. I followed the relevant OpenGL specification; windows-specific requirements are a big no-no, although I certainly wouldn't be very surprised if one exists.

Lacking (hard/soft)ware that does this, however, there really no useful way I can debug it. It would be nice if you could figure out what's going on, but really, standard mode should be more than good enough on that hardware.

Thanks for your efforts, nevertheless! :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: MechaSaurus on October 27, 2009, 12:35:20 pm
I have a problem with the newest version.

When I died in adventure mode, i wasnt able to press escape to finish the game. No other key responded either.

I had to close the game with strg+alt+del.

Oh and sorry for my clumsy english i'm not a native english speaker.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 27, 2009, 12:38:23 pm
I have a problem with the newest version.

When I died in adventure mode, i wasnt able to press escape to finish the game. No other key responded either.

I had to close the game with strg+alt+del.

Oh and sorry for my clumsy english i'm not a native english speaker.

It's a known bug that's been widely reported in this thread and others.  It should be fixed for the next 40d##, although nobody knows when that'll be.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Urist McDepravity on October 27, 2009, 02:22:19 pm
I'm sure i did see report on this bug before, but couldn't find it, and its damn annoying, so will report again.
In build menu's it considers single 'enter' button hit as repeated.
Ex. [b] - [C] - [w], designate area, hit 'enter', get some gold bar already selected, as 1/99. With single element designations it makes it impossible to select correct material.
For smaller forts i just increased hold repeat time in init to 250 ms, but now it did strike again, and increasing it even more isn't desired, since it start to lag on movement keys.

I noticed this effect appears from abundance of materials, more i have, more it 'lags' between ... - [w] and showing me the list. So I believe 'key down' event is incorrectly get stuck till it finishes materials calculation.

My init:
[KEY_HOLD_MS:250]
[KEY_REPEAT_MS:150]
[MACRO_MS:250]

Linux 2.6.30, bug exists in all 40dx versions
Title: Re: FotF: Dwarf Fortress 40d16
Post by: shadow_slicer on October 28, 2009, 11:01:24 am
I'm also seeing the problem Urist McDepravity mentioned. When placing building in the build menu, (most of the time) the enter key press is doubled, resulting in the first item in the list being picked. Note that this doesn't happen every time, and it doesn't appear to be related with keypress duration or anything else I've tried. This has been happening to me since at least d14 (possibly d13). I don't think I had this problem with some the earlier ones (I think d11 was okay, but I'll have to check).

I'm using Ubuntu 9.04 (linux 2.6.28 x64, SDL version 1.2.13).
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DrazharLn on October 28, 2009, 05:34:43 pm
I'm using Ubuntu 9.04 and 40d16, I do not get the error mentioned by the above two posters.

All the timings are as default.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on October 28, 2009, 05:43:50 pm
I'm using Ubuntu 9.04 and 40d16, I do not get the error mentioned by the above two posters.

All the timings are as default.
That. (It's slow to bring up the build pick menu, thanks to tens of thousands of mats, but it doesn't autopick any.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DrazharLn on October 28, 2009, 06:15:46 pm
I just stumbled across this (http://www.reddit.com/r/dwarffortress/comments/9v5n1/multilevel_view_demo/). Could the new support for transparent tilesets make this easily implemented?

If it could be, it would certainly be a nice little improvement.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 28, 2009, 06:38:37 pm
I just stumbled across this (http://www.reddit.com/r/dwarffortress/comments/9v5n1/multilevel_view_demo/). Could the new support for transparent tilesets make this easily implemented?

If it could be, it would certainly be a nice little improvement.

Unfortunately, no.  It's outside the scope of this project, as it would require new logic within DF to handle what gets drawn.  The person who created that demo also posted a thread here about it. (http://www.bay12games.com/forum/index.php?topic=43510.0)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DrazharLn on October 28, 2009, 06:47:16 pm
Nevermind, perhaps it will be implemented officially at some time.

EDIT: Scratch the officially, I just meant outside this particular project. Forgive me, it's late here :P
Title: Re: FotF: Dwarf Fortress 40d16
Post by: HAMMERMILL on October 30, 2009, 04:29:20 pm
Right, quick explanation.

Good stuff. I've been really scratching my head with these options.

This should be put on the top post so people don't have to dig through the entire thread to find out what the various functions do.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: nagual678 on October 31, 2009, 01:10:35 pm
First of all, thanks for all the work you guys have been putting into this!

But, DF crashes after the embark screen (right after the "Strike the Earth!" message) if I try to put fullscreen on. My resolution is 2560 * 1440 (latest 27" iMacs). Windowed mode won't let me resize up to full capacity.. See enclosed screenshot for what it looks like beyond that (it just adds black bands).

http://imgur.com/O6qNy.jpg
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on October 31, 2009, 01:31:52 pm
First of all, thanks for all the work you guys have been putting into this!

But, DF crashes after the embark screen (right after the "Strike the Earth!" message) if I try to put fullscreen on. My resolution is 2560 * 1440 (latest 27" iMacs). Windowed mode won't let me resize up to full capacity.. See enclosed screenshot for what it looks like beyond that (it just adds black bands).

http://imgur.com/O6qNy.jpg

Is there a crash message?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on October 31, 2009, 06:46:08 pm
Your resolution is large enough to get the maximum horizontal display(256?) on the default initial 8px wide font.

Except there's an oddity in currentversion that restricts it to 200, iirc, under certain circumstances.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: nagual678 on October 31, 2009, 10:27:07 pm
Alright, I just tried again. Here's what happens:

DF freezes when pressing enter to select the "Play Now!" option, so that's actually before the Strike the Earth message. After a few seconds, the screen refreshes (fade from black). After that, nothing more happens, I can move the mouse pointer and music still plays but the computer is otherwise unresponsive, stuck on the Play Now! selection screen. The first time (when I wrote my other post), somehow DF quit to desktop but this time I had to turn off my computer.

Also, is that limit going to go away? Does that depend on Toady?

Thanks for your help!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Haedrian on November 01, 2009, 03:00:32 am
Working worse on my machine I'm afraid -

On Normal game (With partial print 2) - I get around 10-15 framerate

On this update (Without partial print) - I get 3 , then a stutter which increases to 15, then another stutter back to 3

With partial print 2 - I get the same framerate (3) - but the flashing is worse than the normal game, and its pretty unplayable at that.

I'm on a netbook - 1.6Ghz x2 (Intel Atom) - 1 GB of RAM and with an onboard Intel 945 chipset.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: goffrie on November 01, 2009, 08:14:25 am
Working worse on my machine I'm afraid -
Did you copy over your old init.txt? That causes problems.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Haedrian on November 01, 2009, 02:47:18 pm
Working worse on my machine I'm afraid -
Did you copy over your old init.txt? That causes problems.

Nope - I changed each setting manually.

I DID copy the save files though - if that makes any difference.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on November 01, 2009, 03:06:25 pm
Copying save files is fine.  Did you experiment with other print mode settings?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Haedrian on November 01, 2009, 03:26:23 pm
No I didn't. When I saw that there was no frame rate increase - and the game was mostly-unplayable I just gave up.

I'll try the other ones soon.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: The Doctor on November 04, 2009, 07:27:00 am
Has anyone tested this with Windows 7 yet?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 04, 2009, 12:40:21 pm
I have. No particular problems that I can see, unlike with Vista.  :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: GoldenH on November 05, 2009, 03:26:14 pm
I get similar errors when i have the priority too high and restrict it to the same process as i do explorer and any other programs.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: IndonesiaWarMinister on November 06, 2009, 10:26:20 am
I have. No particular problems that I can see, unlike with Vista.  :D
A little unrelated, but..
How did 7 fare against XP?
Mem Usage?

Also...
Will there be d17, or will this version be final?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 06, 2009, 02:16:38 pm
Oh, there will have to be a d17. There are still problems, after all.

The problem is, the keyboard currently in use - which is where the problems are looks incredibly convoluted, and (more importantly) is not written by me. So I'm kind of waiting for some word on fixes for that.. I should probably ping the writer by now.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: McSmaster on November 06, 2009, 05:12:56 pm
Just d/l'd 40d16 (running on x86_64 linux), and the world gen is taking forever! The offloading units phase in particular has taken >10x the amount of time in previous versions. It's just creeping along, roughly 10 "units" per second. Anyone else with this issue?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on November 06, 2009, 05:18:13 pm
Just d/l'd 40d16 (running on x86_64 linux), and the world gen is taking forever! The offloading units phase in particular has taken >10x the amount of time in previous versions. It's just creeping along, roughly 10 "units" per second. Anyone else with this issue?

A direct comparison would be helpful -- generating with the same parameters and seed on different versions.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: McSmaster on November 06, 2009, 05:38:22 pm
Just d/l'd 40d16 (running on x86_64 linux), and the world gen is taking forever! The offloading units phase in particular has taken >10x the amount of time in previous versions. It's just creeping along, roughly 10 "units" per second. Anyone else with this issue?

A direct comparison would be helpful -- generating with the same parameters and seed on different versions.

Well, 40d11 can offload ~6000 units at the end of world gen in about 30 10 seconds, and 40d16 took 10 minutes.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on November 06, 2009, 05:47:59 pm
Worldgen sometimes hangs for me. Pausing and unpausing it (space, c to continue) seems to fix that.
But slow? ha'en't had that.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: sir labreck on November 09, 2009, 06:10:16 pm
Personal comment, get the same speed, but the keyboard writing is ugly -_-

Impossible to use the dot [.], or the escape in the adventure mod when I'm dead, in other words, need to get the ctrl alt delt to get out :s

I'm using a Qwerty keyboard with the French Canadian setting. 

Also, maybe I have a slighly improving speed, can't really say, this is not slower, but not faster(in an important way).
Title: Re: FotF: Dwarf Fortress 40d16
Post by: fnool on November 09, 2009, 08:23:03 pm
One minor issue I've run into with the zoom function (not sure if this has been mentioned yet)...

If I zoom all the way out and then zoom back in to the normal view, the furthest I can zoom in is a perspective which causes the tiles to be ever-so-slightly too tall - not the best thing to have on a square 1:1 tileset. I can solve this by zooming out one level, but it's a little baffling.
Quoting this old post of mine because the issue hasn't been mentioned by anyone else...

Is there any way to disable the last zoom-in stop?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 10, 2009, 08:57:38 am
People keep telling me to do it one way or the other.. usually mutually exclusive.

To reset the zoom, press the "reset zoom" button.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: stew_mcgruff on November 11, 2009, 10:19:45 am
Just d/l'd 40d16 (running on x86_64 linux), and the world gen is taking forever! The offloading units phase in particular has taken >10x the amount of time in previous versions. It's just creeping along, roughly 10 "units" per second. Anyone else with this issue?

I had this problem at first, so I opened up the df file and found:
Code: [Select]
valgrind --smc-check=all --track-origins=yes ./dwarfort.exe $* # Go, go, go! :)I turned off valgrind:
Code: [Select]
./dwarfort.exe $* # Go, go, go! :)and now it seems better
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 11, 2009, 03:49:37 pm
I never guaranteed that the "newest fixes" would run /fast/, did I?

Actually, that's remnants of some old debugging. I'm working on replacing the sound system now, and should have a new 40d16-head (without that little line) up tomorrow or so.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 11, 2009, 06:49:53 pm
A new 40d16-head is up, which hopefully fixes the sound problems on linux.

I say "hopefully" because, well, I can't test it. Sound support for 32-bit programs on Arch64 truly sucks. Nothing seems obviously broken, and I've tested subsets, but I'm hoping someone will report back that it works.

That'd be you folks. Link in post 1.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: MasterBob on November 12, 2009, 10:50:15 pm
All right, so I'm not sure if this has been addressed ... but when I dynamically resize the screen the sub menus and such remain the same "size".

Example:
http://img406.imageshack.us/img406/9480/picture5dv.png

I feel as if the height / width should scale as well in the sub menu.

I'm using Mac OS X 10.5.8. Sorry if this isn't really the place to mention it, pardon the noob.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Fieari on November 13, 2009, 12:07:35 am
The size of those menus was hard coded in by Toady ages ago.  It is apparently non-trivial to fix.  It will likely be addressed when Toady addressed the UI in more detail, which might be coming up as Toady tackles the top10 list after the release.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: MasterBob on November 13, 2009, 12:36:16 am
The size of those menus was hard coded in by Toady ages ago.  It is apparently non-trivial to fix.  It will likely be addressed when Toady addressed the UI in more detail, which might be coming up as Toady tackles the top10 list after the release.
Thank you for answering me. I appreciate it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: N3X15 on November 13, 2009, 01:42:24 am
Trying to build d16 HEAD on Ubuntu 9.04 (Jaunty, waiting a bit before diving into Karmic):

Code: [Select]
$ scons
scons: Reading SConscript files ...
Package zlib was not found in the pkg-config search path.
Perhaps you should add the directory containing `zlib.pc'
to the PKG_CONFIG_PATH environment variable
No package 'zlib' found

I have  the following packages (i=installed).

Code: [Select]
$ sudo aptitude search zlib1g
i   zlib1g                          - compression library - runtime             
p   zlib1g-dbg                      - compression library - development         
i   zlib1g-dev                      - compression library - development 

What am I doing wrong here?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 13, 2009, 06:09:13 am
Ubuntu is apparently missing a pkg-config script for zlib.

You should report that as a bug. You could also work around it by editing g_src/SConscript; remove the zlib line, add 'z' to the static array of libraries that currently includes only SDL_image.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: N3X15 on November 13, 2009, 09:51:41 pm
Okay, so far I see missing .pc scripts for:


EDIT: FIXED!

Copy the following files to /usr/lib/pkgconfig/ as root (gksu gedit /var/lib/pkgconfig/FILENAME &):

zlib.pc:
Code: [Select]
# Ubuntu Jaunty zlib.pc file
#  by Rob "N3X15" Nelson <nexisentertainment@gmail.com>
#
# Install to /usr/lib/pkgconfig/zlib.pc (Requires sudo)
#
prefix=
exec_prefix=
libdir=/usr/lib/
includedir=/usr/include/

Name: zlib
Description: Inflate compression library
Version: 1.2.3.3
Libs: -L${libdir} -lz
Cflags: -I${includedir}

glu.pc (ONLY NEEDED ON JAUNTY, KARMIC HAS THIS)
Code: [Select]
# Ubuntu Jaunty glu.pc file
#  by Rob "N3X15" Nelson <nexisentertainment@gmail.com>
#
# Install to /usr/lib/pkgconfig/glu.pc (Requires sudo)
#
prefix=
exec_prefix=${prefix}
libdir=/usr/lib/
includedir=/usr/include/GL/

Name: libglu
Description: Mesa Off-screen Rendering library
Version: 1.14.12
Libs: -L${libdir} -lGLU
Cflags: -I${includedir}
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 14, 2009, 02:17:21 pm
One minor issue I've run into with the zoom function (not sure if this has been mentioned yet)...

If I zoom all the way out and then zoom back in to the normal view, the furthest I can zoom in is a perspective which causes the tiles to be ever-so-slightly too tall - not the best thing to have on a square 1:1 tileset. I can solve this by zooming out one level, but it's a little baffling.
Quoting this old post of mine because the issue hasn't been mentioned by anyone else...

Is there any way to disable the last zoom-in stop?
Doesn't seem to happen here. Do you have black-space on?

If it's off, turn it on..
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Raminagrobis on November 19, 2009, 02:21:25 pm
Works fine with me, thanks for what you did Baughn!

Only problem, correct me if it has already been mentioned, in adventure mode I sometimes get stuck when my adventurer dies. To unblock the game and reach the menu, I have to wait a long time (may vary, usually a few minutes) or even use CtrlAltDel.

Using Vista x64.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on November 19, 2009, 02:30:25 pm
KNOWN PROBLEM ...uh, Baughn, the link to the known issues page is not working.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Raminagrobis on November 19, 2009, 06:23:23 pm
KNOWN PROBLEM

Thanks. Just wanted to be sure, and help if possible.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on November 19, 2009, 06:53:47 pm
AHA! I found out why DF40d16 is blurring my tilesets. Sort of.

PNG tilesets somehow are blurred when loaded. BMPs are not. (They show up identically in the GIMP. I actually just loaded my newest, isowalls.png, and saved as 24-bit BMP, and switched the init, and the

No, I'm wrong, it's still doing it, just doing it less.
Did you leave some strange sort of embossing thing in the code?
tileset:(http://img43.imageshack.us/img43/2746/isowalls.png)
image of the "Dwarf" in Dwarf Fortress scaled up from screenshot (no interpolation)
(http://img41.imageshack.us/img41/8086/screwygraphics.png)
What's going on here?

edit: This is with a perfect tile setup (16 sq tiles, multiple of 16 width/height) no blackspace, TEXTURE_PARAM:NEAREST...

Ah. ACCUM_BUFFER.

It does not do this on PRINTMODE:STANDARD. Hmm...
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 19, 2009, 07:23:30 pm
And ACCUM_BUFFER is actually faster than standard for you? That'd be a first.

Funny thing, though. ACCUM_BUFFER does the exact same thing as standard (..well, partial:0), except it saves/restores the framebuffer each frame. This should absolutely not be happening, thus.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 19, 2009, 07:24:30 pm
KNOWN PROBLEM ...uh, Baughn, the link to the known issues page is not working.
Which link, exactly?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on November 19, 2009, 09:56:33 pm
Bug-tracker
There should be a list of known bugs at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.
I think it was github being temporarily with issues, it works now.

And yes, it is a slight speed increase over standard...I think. I forget. It is close enough on Zagstokuzar.

STANDARD SINGLEBUFFER:YES flickers horribly, btw.
This should absolutely not be happening, thus.
And yet...

ACCUM_BUFFER SINGLEBUFFER:YES, particularly was the setting.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 20, 2009, 04:09:38 am
Yeah.

I hope you don't mind if I chalk that up to driver bug, though.

Also, single-buffer exists pretty much solely for PARTIAL:0. I don't think it's useful on other settings.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Askot Bokbondeler on November 20, 2009, 05:48:07 pm
in ubuntu 9.04, dwarf fortress flickers a lot when windowed, and when fullscreen sometimes it...uh...unfullscreens automatically
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 20, 2009, 06:03:31 pm
That's almost certainly due to Compiz, as early versions do not play well with OpenGL. Turn advanced desktop effects off, or try upgrading to 9.10; the former will definitely work, the latter might.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Askot Bokbondeler on November 20, 2009, 06:05:30 pm
i'm using wubi, i heard it goes awefully wrong if you try to update it , how do i turn those thingies off then?

EDIT: nevermind, got it, thanks
Title: Re: FotF: Dwarf Fortress 40d16
Post by: quinnr on November 21, 2009, 05:55:41 pm
I'm having some issues getting the native Linux version to run...I tried to install the following libraries from Debian, which should be all the dependincies, but they were already installed.

libglu1-mesa
libsdl-image1.2
libsdl1.2debian
and a GTK 2.0 package.

Anyway, here's my problem, when I run the df script, I get the following error, as Root or the normal user:
/home/user/My Documents/DwarfFort/df_linux> ./df
./dwarfort.exe: /lib/tls/libc.so.6: version `GLIBC_2.4' not found (required by ./dwarfort.exe)
./dwarfort.exe: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.9' not found (required by ./dwarfort.exe)
mkdir: cannot create directory `unused_libs': File exists
mv: cannot stat `libs/libSDL*': No such file or directory
./dwarfort.exe: error while loading shared libraries: libgio-2.0.so.0: cannot open shared object file: No such file or directory
/home/user/My Documents/DwarfFort/df_linux>

Any ideas on what to do to fix it?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Xgamer4 on November 21, 2009, 06:07:11 pm
Try using this, quinnr. It might be a dependency issue.
http://ubuntuforums.org/showthread.php?t=474790
Title: Re: FotF: Dwarf Fortress 40d16
Post by: quinnr on November 21, 2009, 06:25:44 pm
Here's what getlibs told me:
eeepc-quinn:/home/user/My Documents/DwarfFort/df_linux> getlibs dwarfort.exe
./dwarfort.exe: /lib/tls/libc.so.6: version `GLIBC_2.4' not found (required by ./dwarfort.exe)
./dwarfort.exe: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.9' not found (required by ./dwarfort.exe)

No match for libgio-2.0.so.0
No match for libfmodex.so
No match for libgraphics.so
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 22, 2009, 05:44:58 am
Your linux installation is too old, quite simply.

DF requires glibc 2.4. You don't have it.

EDIT: In contrast, my version has glibc 2.11 on it. Yes, 2.4 is seriously old.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: quinnr on November 22, 2009, 12:56:17 pm
Well then, good bye dumb EEEPC OS. It is getting replaced. Isn't linux being free just excellent?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Soadreqm on November 25, 2009, 11:58:20 am
I'm having some problems in Ubuntu 9.10 Karmic Koala, using PARTIAL:5 and SINGLE_BUFFER:YES. DF uses both cores of my dual-core processor (which I find quite interesting), experiences framerate problems while paused, and keeps running after I quit. I tried randomly messing with the graphics settings, and noticed that switching SINGLE_BUFFER to YES removes these problems, and replaces them with slight flickering whenever I move.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Pandarsenic on November 25, 2009, 03:11:02 pm
FATAL ERROR

"Main Index File Missing/Corrupted. The file "index" must be in the "data" folder. Make sure DF uncompressed into its folders properly."
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on November 25, 2009, 03:12:12 pm
FATAL ERROR

"Main Index File Missing/Corrupted. The file "index" must be in the "data" folder. Make sure DF uncompressed into its folders properly."

Get fresh download, reinstall, make sure to uncompress it into its folders properly, and run the game to make sure it's working before trying to transfer your mods/saves/whatever.  Also if you have Vista don't install into Program Files.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Pandarsenic on November 25, 2009, 03:28:16 pm
Ah, that last one is it. Why does Program Files jack it up?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on November 25, 2009, 03:31:03 pm
Just one of those dumb things about Vista, it tries to force programs installed there to save user data in My Documents or Application Data or something.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 25, 2009, 05:06:26 pm
That is not remotely a good thing; there is no reason why users should be able to write data outside of their own home directory.

Microsoft is finally trying to increase security to where unix has been since before its creation. It's a sadly half-hearted effort, mind you.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: bhelyer on November 25, 2009, 05:12:44 pm
That is not remotely a good thing; there is no reason why users should be able to write data outside of their own home directory.

Microsoft is finally trying to increase security to where unix has been since before its creation. It's a sadly half-hearted effort, mind you.

Well to be fair on MS, they've got their backwards compatibility to think about, which makes things more difficult.

---

The OpenAL stuff doesn't work on my machine. It doesn't load the songs, for some reason. I'll have a look at the code tonight and see where it's failing on my machine: just a heads up.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Greiger on November 27, 2009, 08:11:12 pm
Probably a silly question but I have been happily plugging along with D11 ever since it was released, not having enough interest in the newer features to move around my raw folders.

With DF companion being made available for D16 I decided to migrate over, since abandoning a fort isn't quite the same without my much enjoyed zombie apocalypse to end it all.

Seems to work well except for one little detail. In D11 I enjoyed a 1230x708 size windowed screen set at a 123:59 grid.  When tweaking the init to my favored settings I noticed a complete lack of the grid size setting.  I wasn't too worried at first expecting to be able to zoom to my preferred tile size manually.

I can and I can't, I can get everything to pretty much the right size, but everything is horribly blurry, and it hurts my eyes to look at it too long.  So is there any way to get the tiles to those dimensions anymore?  Secret init setting or some zoom setting I don't have full awareness of?

Doing a quick glance through the tread only brought up a strikethroughed mention of it that was apparently fixed by turning black space off, which doesn't help me much, since black space is already off.

PS. Not using graphics, just the standard 800x600 curses that ships with vanilla
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on November 27, 2009, 08:22:13 pm
Greiger: The old one was 10x12 and the default, 800x600 stretched to 10x24. 40d16 uses a version that's pre-doubled to 10x24.

So, use the old 800x600 font with your coordinate setting- I see it's a perfect multiple.
http://img204.imageshack.us/img204/9540/curses800x600old.png
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Greiger on November 27, 2009, 08:33:29 pm
Ah thanks, I'll try that.  And while looking through the thread with a fine tooth comb while waiting sees it mentioned multiple times, heh.

Oh well, thanks for the response and the not the usual SEARCH THE DAMN THREAD WTF I would see on other forums. :)

P.S And that indeed did the trick, thank you very much Cobalt.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on November 27, 2009, 08:42:53 pm
Probably by me, too. ;) the search function on this forum is not terribly useful. Hope to hear a succ-oh, good, it worked. You're welcome. Still blurry?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Greiger on November 27, 2009, 08:51:29 pm
Nope crisp and clear :). Thanks much I even closed the wrong window when comparing it fortress to fortress to D11.

That zoom feature seems useful too now that I got a base tile size I'm used to.  Zoom out all the way and I have a view of a good 90 percent of the embark, though understandably it is a bit difficult to distinguish my mudstone fortifications from the tropical summer dry grass at that distance, but I don't care about that, the awesome is overwhelming.  Excellent work Baughn.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on November 27, 2009, 09:07:57 pm
There are a couple 4x4 tilesets running round if you want an overview too badly... ;)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: petersohn on November 29, 2009, 11:42:21 am
Running it under Ubuntu 9.10, Intel 945GM video card, comparing 40d16 with 40d running under Wine. Both run with the same speed (~5-10 FPS with my heavily populated fortress). 40d16
- has much higher FPS on the menu (~75 instead ~24),
- starts more stably,
- loads and saves the game faster,
- has a bit longer response time to key presses.

However, it didn't work at first. I had to delete the libs/libstdc++.so.6 file, and copy the bmp versions of the tilesets from the original game.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on November 29, 2009, 08:14:14 pm
I've launched d16 today (Mayday's distribution of it, if that makes any difference in this context), played two quick adventures, and there seems to be a problem. Namely, when I inevitably get killed, and it says "press Escape to finish", it doesn't react. I eventually have to terminate the DF process.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on November 29, 2009, 08:31:21 pm
I've launched d16 today (Mayday's distribution of it, if that makes any difference in this context), played two quick adventures, and there seems to be a problem. Namely, when I inevitably get killed, and it says "press Escape to finish", it doesn't react. I eventually have to terminate the DF process.

Yup, it's a known issue.  Hopefully will be fixed by the revamp of the revamped input system.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on November 29, 2009, 08:49:12 pm
Yup, it's a known issue.  Hopefully will be fixed by the revamp of the revamped input system.

And I take it there's no workaround, other than not dying?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on November 29, 2009, 08:59:50 pm
The only workaround I can recall is that, if you get enough announcements piled up on the screen that the game pauses and waits for you to hit spacebar, it'll then recognize the Esc keypress (as long as you don't hit spacebar instead!).  So if you have to die, die somewhere busy.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on November 29, 2009, 09:03:06 pm
I see, so it would probably work if I pressed escape on getting the original bled to death or struck down message? Anyway, the last time I died I was actually able to bring up the main menu twice, but I had been mashing my keys, so before I knew it, I must have pressed something to get back to the game.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on November 29, 2009, 09:04:14 pm
Yeah, I think that works.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on November 29, 2009, 10:01:40 pm
Running it under Ubuntu 9.10, Intel 945GM video card, comparing 40d16 with 40d running under Wine. Both run with the same speed (~5-10 FPS with my heavily populated fortress). 40d16
- has much higher FPS on the menu (~75 instead ~24),
- starts more stably,
- loads and saves the game faster,
- has a bit longer response time to key presses.

However, it didn't work at first. I had to delete the libs/libstdc++.so.6 file, and copy the bmp versions of the tilesets from the original game.
you copied the inits didn't you.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on November 30, 2009, 04:35:53 pm
No; distributing binary software on linux is somewhat of a black art, and it gets far worse if, as in this case, part of DF is compiled on one machine (Toady's) and part on another (mine).

For the proper release that won't be a problem, but there's still going to be a problem if (a) you're missing libraries (and some, like sdl-image, don't even /exist/ in some distributions), or (b) toady's are newer than yours.

Sadly, on linux, that's life.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on November 30, 2009, 05:22:26 pm
No; distributing binary software on linux is somewhat of a black art, and it gets far worse if, as in this case, part of DF is compiled on one machine (Toady's) and part on another (mine).

For the proper release that won't be a problem, but there's still going to be a problem if (a) you're missing libraries (and some, like sdl-image, don't even /exist/ in some distributions), or (b) toady's are newer than yours.

Sadly, on linux, that's life.
That's why we need a DF Package Management server. ;)

The only problem is defining what type to go with (YUM, APT, etc.) and of course setting it up.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Zeg on December 01, 2009, 10:02:24 am
Been using the 'd's for a while and all seems well, though I haven't especially noticed any speed improvement since my machine is probably limited more by pathing than anything else.

But. There is one little thing, a tiny niggle, thats been slightly annoying me. I've had a quick look at the buglist and... well, I haven't read the whole thread (it's huge, after all)... it seems like something other people would have mentioned, but I thought I'd post myself.

My one problem is that pressing spacebar in the workshops interfaces now just dumps out of the menu fully, rather than going back one step as it used to. Maybe its insignificant, maybe people prefer it this way round. I won't pretend its anything less than my preference. I was just wondering if it was intentional.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on December 01, 2009, 10:03:15 am
I thought that seemed strange.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 01, 2009, 12:14:39 pm
If that's caused by the horrible new input code, then it will be fixed in d17. Let's wait and see.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: quinnr on December 01, 2009, 12:34:12 pm
Changing my linux distro to Ubuntu fixed it up...thanks!

Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on December 03, 2009, 04:13:44 pm
Something that's been bugging me for a while about 40d16...

When I'm playing 40d, if I go into the orders menu for a forge or a similar building that has nested categories, and I hit Space, it goes back to the prior level of the menu, and eventually back to the main q-screen for that building.

In 40d16, whenever I hit Space in an orders list, it immediately exits q-mode.

Is there a way I can put this back to the way it was in 40d? Some change I can make in the key bindings?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 03, 2009, 04:19:03 pm
Something that's been bugging me for a while about 40d16...

When I'm playing 40d, if I go into the orders menu for a forge or a similar building that has nested categories, and I hit Space, it goes back to the prior level of the menu, and eventually back to the main q-screen for that building.

In 40d16, whenever I hit Space in an orders list, it immediately exits q-mode.

Is there a way I can put this back to the way it was in 40d? Some change I can make in the key bindings?

This was mentioned and answered 4 posts above yours:

If that's caused by the horrible new input code, then it will be fixed in d17. Let's wait and see.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on December 03, 2009, 06:25:03 pm
...d'oh. Don't I feel stupid now.

Sorry. Intimidated by the length of the thread, I tried doing a forum search for it but it didn't turn up; apparently my search terms were in adequate.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: cbpye on December 09, 2009, 02:41:38 am
weird issue just cropped up for me (didn't notice anything similar in the github or by using the forum search) after migrating to Slackware64 13.0.
Code: [Select]
"df: line 12: ./dwarfort.exe: No such file or directory"And this happens when I do "./df" or "sh df".

I am stumped.  Stumped and worried.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 09, 2009, 04:26:25 am
It's a bad error message, but that happens if you have *no* 32-bit code on your system - well, specifically if you lack a 32-bit dynamic linker.

Check, please.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: N3X15 on December 09, 2009, 04:05:41 pm
d-o-{r,h} settings appear to be reversed.  I designated a huge area as restricted so I could pull out the support column underneath it, and my dwarves not only continued to enter the area, they made a specific point to go through that area, even though it was highlighted in red.  Opposite effect with high-traffic.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 09, 2009, 04:11:55 pm
d-o-{r,h} settings appear to be reversed.  I designated a huge area as restricted so I could pull out the support column underneath it, and my dwarves not only continued to enter the area, they made a specific point to go through that area, even though it was highlighted in red.  Opposite effect with high-traffic.

Is this specific to the 40d# branch? 
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on December 09, 2009, 05:42:43 pm
d-o-{r,h} settings appear to be reversed.  I designated a huge area as restricted so I could pull out the support column underneath it, and my dwarves not only continued to enter the area, they made a specific point to go through that area, even though it was highlighted in red.  Opposite effect with high-traffic.
Check your init.txt settings regarding traffic zones and make sure they're appropriate(and check them in game, for that matter); I haven't noticed this problem.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Veroule on December 10, 2009, 04:50:41 pm
My apologies for being away for so long.  I had some urgent family matters to attend to.

I will add the issue with Space preforming a LeavescreenAll instead of LeaveScreen to my list.

It may be a few days yet before I get to looking into these things, but it shouldn't be too much longer.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: N3X15 on December 10, 2009, 06:45:50 pm
d-o-{r,h} settings appear to be reversed.  I designated a huge area as restricted so I could pull out the support column underneath it, and my dwarves not only continued to enter the area, they made a specific point to go through that area, even though it was highlighted in red.  Opposite effect with high-traffic.
Check your init.txt settings regarding traffic zones and make sure they're appropriate(and check them in game, for that matter); I haven't noticed this problem.

Code: [Select]
[PATH_COST:1:2:5:25]

Afaik, I haven't modified that line from the git version.  All I've done is add in tilesets and tweak worldgen stuff.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 10, 2009, 07:13:53 pm
As he mentioned, could you check in-game as well?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: N3X15 on December 10, 2009, 07:15:58 pm
How?  I already said it was blinking red with white Rs.  I also already ordered everyone's butts indoors before collapsing the thing amid spam of job cancellation crap.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 10, 2009, 07:24:30 pm
We meant, check the path weights as reported by the interface.  It should say "Restricted Traffic Cost: 25" and so forth.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: N3X15 on December 10, 2009, 07:28:58 pm
It does under the d-o menu.  1, 2, 5, 25, from High to Restricted traffic.

Using Ubuntu Karmic Koala 9.10.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rafal99 on December 12, 2009, 06:06:34 am
I have just took a look at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/blob/master/g_src/graphics.cpp (http://github.com/Baughn/Dwarf-Fortress--libgraphics-/blob/master/g_src/graphics.cpp) and some parts of the code really hurt my programmer feelings... ;)

Would anyone mind if I submit a patch with slighty more optimized, and nicer looking code?
I don't know how often is this code used but imho less unnecessary indexing "screen[x ][y][whatever]" would help and some other stuff can be better too.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 12, 2009, 09:49:58 am
So long as it's nicer-looking and faster, I don't think anyone will be bothered. So, sure, go ahead.

I suggest you do some profiling first, though. You can't compile libgraphics in profiling mode, as such, but you can certainly do it with static call-count variables and explicit prints. Make sure it actually matters, before you spend effort on it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Bacu on December 13, 2009, 10:26:37 am
Running wonderfully. gives me 5-10 more frames in general, 25 more when I'm not looking at any dorfs.

Though, would it be too much to ask for the cursor to not be hidden if I've got mouse controls off?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 13, 2009, 10:41:14 am
What?

Why would you *want* to see the cursor, if you're not using it?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vicomt on December 13, 2009, 03:29:21 pm
I've found this as well.... I tend to use a lot of mouse designation, and while I'm thinking about the next bit of designation, the mouse cursor disappears, I assume timing out. when I move the mouse to designate again, it recenters to the middle of the screen and I have to move it to where I want it again.

at least I think that's the same problem Bacu's talking about

[edit] it actually happens after you use a keyboard command or two, not a pure timeout
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 13, 2009, 06:13:17 pm
Right. It disappears after (a) some seconds have passed, and (b) you press a key. This way, it doesn't get in the way.

I could increase the timeout, if you like.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: quinnr on December 13, 2009, 09:08:01 pm
Running wonderfully. gives me 5-10 more frames in general, 25 more when I'm not looking at any dorfs.

Though, would it be too much to ask for the cursor to not be hidden if I've got mouse controls off?

Agreed.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Xandrin on December 13, 2009, 11:29:28 pm
Hello,

Just tried 40d16 out today and found an issue.  It seems to be improperly loading some tiles.  I am using a custom-made tile sheet, and I am getting tree tiles in my rocks, musical notes for creatures and other scrambled tiles.

My tileset is an amalgam using Sphr's set as a base, and it seems to work fine in 40d.

I've uploaded a copy of my tilesheet for your debugging pleasure.
Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 14, 2009, 01:49:22 am
Xandrin -- what you uploaded is a JPEG.  Did you convert to JPEG when you uploaded it, or is the tileset itself a JPEG?  If so, that would probably cause problems, as JPEG is not supported (because your sprites get filled with crappy artifacts).
Title: Re: FotF: Dwarf Fortress 40d16
Post by: numerobis on December 14, 2009, 01:54:20 am
Right. It disappears after (a) some seconds have passed, and (b) you press a key. This way, it doesn't get in the way.

I could increase the timeout, if you like.
I'd vote to either leave as is, or have it be an option to leave the cursor always on.  The cursor just gets in the way, and lots of programs hide it under the same conditions you use.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 14, 2009, 11:11:22 am
Bug report concerning a problem that's apparently unique to the 40d# branch:

Found another crash:
Under Win7, crashes on "View thoughts and preferences" when the window's width approaches 1680.

I have 2 monitors, one @ 1440x900, the other at 1680x1050.  On the smaller, with DF maximized, I have no trouble using the above menu. On the latter, if the window is wider than 1600 px, DF will lock (narrower windows do not crash).

Height does not appear to have an effect (up to 1050).

However, if there's spillover between the monitors, there's no error regardless of the width of the window.
At present, I've the most recent Catalyst drivers
Viewing an artifact's description will trigger a crash under those same conditions.
Could you see if this also happens on your machine in 40d?
No issues using 40d.  Ran that at 1680x1020 (had to manually set a grid of 210x85).

Since 200 is the supposed max dimension for the grid, and that occurs at 1600px (given the stock tileset), it could be that the grid auto-resize code is setting a resulting grid width of 210, which the code that displays a simple "block o' text" craps out on (expecting a max of 200).  All of the menu locations I've had issue with output that same "block o' text" style window.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: TBeholder on December 14, 2009, 12:44:09 pm
One more tip for those who don't know such tricks already: [PRIORITY:NORMAL] may be good for Windows, but if you want DF to run smoothly without resource hogging on Linux, you may need in your df (shell script file) something like
        # ./dwarfort.exe $* # Go, go, go! :)
nice --adjustment=8 taskset 02 ./dwarfort.exe $* # Go, go, go, just don't grab all the CPU! ;)

nice drops priority, or taskset sets CPU affinity for machines with several processor cores.
In my case, both nice and taskset are used, because i lock Xorg in CPU-2 too (my driver has a healthy appetite). DF and Xorg run there without having any noticeable impact on anything, while CPU-1 is left for system and mundane tasks. Good PRINT_MODE is still very adviseable, of course.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: quinnr on December 14, 2009, 12:47:53 pm
One more tip for those who don't know such tricks already: [PRIORITY:NORMAL] may be good for Windows, but if you want DF to run smoothly without resource hogging on Linux, you may need in your df (shell script file) something like
        # ./dwarfort.exe $* # Go, go, go! :)
nice --adjustment=8 taskset 02 ./dwarfort.exe $* # Go, go, go, just don't grab all the CPU! ;)


nice drops priority, or taskset sets CPU affinity for machines with several processor cores.
In my case, both nice and taskset are used, because i lock Xorg in CPU-2 too (my driver has a healthy appetite). DF and Xorg run there without having any noticeable impact on anything, while CPU-1 is left for system and mundane tasks. Good PRINT_MODE is still very adviseable, of course.
THANKS! I was wondering how to do that in Linux!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 14, 2009, 01:45:24 pm
You pretty much don't need to do that in Linux.

The Linux scheduler is much clever than windows' one, what with actually accounting for the cost of switching a program between cores. Nice is, well, nice - but taskset is more for preventing malicious behaviour than for performance.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: gr0gmint on December 14, 2009, 03:52:25 pm
Can I kindly ask why it needs to hog up ~50% CPU when the game is on pause, or it's idling in the menu?
Is it some main game loop, that just has to run all the time?  ???
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 14, 2009, 04:00:47 pm
Can I kindly ask why it needs to hog up ~50% CPU when the game is on pause, or it's idling in the menu?
Is it some main game loop, that just has to run all the time?  ???

Did you raise your FPS cap to something really high?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 14, 2009, 04:28:24 pm
Legacy interfaces in the code. A lot of that may be getting cleared up now, as the interface changes going into d17 required Toady to rework them anyway. I haven't actually checked yet, though.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: quinnr on December 14, 2009, 04:38:48 pm
You pretty much don't need to do that in Linux.

The Linux scheduler is much clever than windows' one, what with actually accounting for the cost of switching a program between cores. Nice is, well, nice - but taskset is more for preventing malicious behaviour than for performance.

That's alright, I've only got one core...I was talking about the Nice part.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: The Doctor on December 14, 2009, 09:22:35 pm
Can we get a glimpse of said interface changes?


Unless I missed it somewhere. >_>
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 14, 2009, 09:32:14 pm
Can we get a glimpse of said interface changes?


Unless I missed it somewhere. >_>

I believe Baughn meant interfaces in the object-oriented sense, (http://en.wikipedia.org/wiki/Interface_%28computer_science%29) not the "cool menus and graphics" sense.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on December 14, 2009, 09:45:28 pm
...but if you want a glimpse of the user interface changes, the d# releases would be the best preview.  There are changes (...namely scaling, etc.) but it still looks like the old version and should operate like the old one with improvements.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 15, 2009, 03:11:35 am
Something of both, actually.

It's called a "legacy interface" - and an "interface", in this case, is in fact something you can see.

But the changes that make it non-legacy won't be visible to you.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on December 15, 2009, 03:16:35 am
Right. It disappears after (a) some seconds have passed, and (b) you press a key. This way, it doesn't get in the way.

I could increase the timeout, if you like.
The reset-to-middle is...very odd...and annoying/counterproductive. Something that DOESN'T screw with mouse position please?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 15, 2009, 09:20:49 am
It's sure odd, especially as there is no code for it in DF. Here's the exact code...

Code: [Select]
case SDL_KEYDOWN:
     // Hide mouse if it's been long enough
     if (mouse_lastused + 5000 < enabler.now) {
       SDL_ShowCursor(SDL_DISABLE);
     }

case SDL_MOUSEMOTION:
         mouse_lastused = enabler.now;
         SDL_ShowCursor(SDL_ENABLE);
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Xandrin on December 15, 2009, 03:32:27 pm
Xandrin -- what you uploaded is a JPEG.  Did you convert to JPEG when you uploaded it, or is the tileset itself a JPEG?  If so, that would probably cause problems, as JPEG is not supported (because your sprites get filled with crappy artifacts).

Crap...Tinypic converted my bmp to jpeg when I uploaded it.  Rest assured it is in bmp format on my machine.

EDIT: Well double crap, problem solved.  My language files weren't synched properly, which is what was causing the problem.  Crisis averted, carry on.

Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on December 15, 2009, 04:04:51 pm
Standing down from DEFCON 2... 8)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: kuaera on December 15, 2009, 05:46:33 pm
I'm having some pretty severe graphical slowdowns when using graphic sets. I'll get to the embark screen and can watch the FPS drop from ~21 down to 5, 4, 3... Despite not actually doing anything. Actual game is unplayably slow.

Running on Linux with HEAD files applied, using latest git Radeon driver. 1.6 Ghz processor, 786 MB RAM, if relevant. I'll try later on to see if my bigger, faster computer experiences similar slowdowns.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Greg on December 15, 2009, 05:54:18 pm
When the newest version of Dwarf Fortress comes out, will you make a new version of the accelerated version to go along with it, your current version is the only way DF is playable on my mac, and i really appreciate what you have done, because without your version i would've never been able to play this amazing game.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 15, 2009, 05:58:19 pm
When the newest version of Dwarf Fortress comes out, will you make a new version of the accelerated version to go along with it, your current version is the only way DF is playable on my mac, and i really appreciate what you have done, because without your version i would've never been able to play this amazing game.

This branch is being merged into the upcoming version of DF (http://www.bay12games.com/forum/index.php?topic=30026.0) (it's one of the few unfinished items, down in the "Final" section).  So yes, it'll have all the same accelerations.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on December 15, 2009, 06:34:04 pm
So yes, it'll have all the same accelerations.

That's all well and good, but what other performance optimizations should we expect from the new version? Baughn's efforts are greatly appreciated, but it was my understanding that his improvements have only helped a minority of the community, and they've done next to nothing for me.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 15, 2009, 06:55:15 pm
That's all well and good, but what other performance optimizations should we expect from the new version?

There haven't been any major optimizations, although yesterday Toady mentioned there'll be "a slight overall gain" (http://bay12games.com/dwarves/dev_now.html#2009-12-13) for reactions and jobs (probably the process of finding items/dwarves for the job).  In general, we'll be lucky if average performance doesn't decrease with this release, with the underground expansions etc.  We're not likely to see major performance improvements until Toady gets to the "Improved Pathfinder" item from Eternal Suggestion Voting (http://www.bay12games.com/forum/eternal_voting.php) (and maybe not then, either).  That may be as soon as a few months from now, since after this release he'll be working on improved sieges, Adv. Mode, and the top 10 ESV items.

Baughn's efforts are greatly appreciated, but it was my understanding that his improvements have only helped a minority of the community, and they've done next to nothing for me.

The poll at the top of the thread indicates speed boosts for over 50% of respondents.  I don't think we have any other numbers for how many people it helped.  If tweaking your PRINT_MODE in init.txt doesn't increase your FPS, then you're probably one of the lucky ones who was already getting "good" performance before 40d#.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on December 15, 2009, 07:26:03 pm
If tweaking your PRINT_MODE in init.txt doesn't increase your FPS, then you're probably one of the lucky ones who was already getting "good" performance before 40d#.

I've tinkered with my print_mode stuff all right, with no sustainable (meaning that it seemed to be going faster at first, but slumped not long after, or that the framerates were terribly unsteady) improvements.

"good"

If those quotation marks were meant ironically, then you've hit the nail on the head. My last fort hit 20-25 fps at a pop of ~70, going up to perhaps 35-40 fps whenever over half of my dwarfs idled. I then disabled temperature and weather in my init, which are measures I really like to avoid, and the improvement wasn't worthy of the name: the framerates did go up to around 60 perhaps, only to slump back to 30 the next instant. It kept going from 60 to 30 and back to 60 like every second or two, which was even more unpleasant than having it run at ~20 somewhat steadily.

So yeah, I'm getting "good" performance all right.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 15, 2009, 08:02:59 pm
Two known causes of exceptionally bad performance are a) pet-locked doors and b) having a very high item count on your map.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on December 15, 2009, 08:47:40 pm
Two known causes of exceptionally bad performance are a) pet-locked doors and b) having a very high item count on your map.

I can rule out a) in my case, and I don't know how much would be a very high item count, so I can't comment on b). I had around 10k stone in that fort. My industries were pretty underdeveloped, so I don't think I had what would count as a high number of other items.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 15, 2009, 08:54:37 pm
10,000 is probably enough to cause a noticeable drop, (http://www.bay12games.com/forum/index.php?topic=34554.0) although I doubt getting rid of them will yield any miracles.  I think the favored way to get rid of them is to temporarily mod the stone's boiling point to just below room temperature (whatever that is).  Note that you'll need temperature turned on for this to work, and it may cause spontaneous collapse of buildings, workshops, etc. (although constructions will be unaffected).
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on December 15, 2009, 09:20:31 pm
If I understand this correctly, then what it boils down to is that you pretty much have to cut down on producing... anything if numbers as low as 10,000 are enough to make this game slow down. I mean, I can get rid of those stones by dumping them in magma or doing that modding trick you suggested, but I'm going to get another 10k of new items soon enough if I produce ammo, furniture, bags, clothing, surplus food, etc.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 15, 2009, 09:23:33 pm
Yes, cutting down on gratuitous production couldn't hurt.  Beyond that, well, 10,000 will still perform better than 20,000.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on December 15, 2009, 09:27:04 pm
Yes, cutting down on gratuitous production couldn't hurt.  Beyond that, well, 10,000 will still perform better than 20,000.

That's the thing. I'd never thought of furniture or ammo production as gratuitous, seeing how you do need a lot of those no matter what. 
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Greiger on December 15, 2009, 10:56:18 pm
As far as I can tell that's a problem inherent to Dwarf Fortress itself and has nothing to do with the graphics.

I imagine the new version will actually across the board reduce framerates considering all the new details added, even after Toady does the pathfinding optimizations I'm doubtful that it would run as fast as this version does.

Baughn's work could very well be all that keeps 50% of the community from leaving due to unplayable FPS. After all, we won't know what the new frames are like until we get are grubby little hands on the .exe.  If you got excellent frames before, awesome, as long as the 40D# stuff doesn't hurt your frames compared to standard I don't really see a problem. 

Besides, it has that fancy zooming feature now.  That's spiffy. And the possibility of transparency in tilesets is nice too, even though I don't see much difference with those myself currently, it sets ground for more to be done with it in the future.  There's also the not having to mess around with calculations for gridsizes anymore.  Even though that cunfuzzled me at first, I like it now.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 15, 2009, 10:59:37 pm
I imagine the new version will actually across the board reduce framerates considering all the new details added, even after Toady does the pathfinding optimizations I'm doubtful that it would run as fast as this version does.

Even if it does, all of the supposedly FPS-destroying features he's adding can be modded out.  I expect we'll see some attempts at high-performance mods that re-simplify creature bodies and remove the expanded underground via worldgen params.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on December 16, 2009, 03:12:58 am
Adding more detail is not necessarily synonymous with poorer performance, mind. The real question is how often those details need to be checked.

I won't doubt there'll be some drop, but I don't know that it'll be all THAT major.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Sizik on December 17, 2009, 12:39:52 am
Not really a bug but an inconsistency I noticed: You say that you can switch between zoom modes by clicking the mouse wheel, but that feature is by default bound to Ctrl-F10, not the mouse wheel.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on December 17, 2009, 01:08:08 am
I believe all the mouse actions are hardcoded and therefore won't be in the config screens, regrettably.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 24, 2009, 09:27:10 pm
They are /right now/, actually. Somewhere in there.

Okay. 40d17 is coming up; I've sent the last major patch to Toady, though it may still be a while.

Big changes:

- Three new display modes: 2D, 2DASYNC and 2DHW, none of which use opengl. Not as fast, but reliable and work without a 3d accelerator.
- New sound system (openal); means more reliable sound on linux.
- Rewritten input system (a-freakin'-gain), hopefully this time there will be no more problems. A number of minor improvements in how input is handled.
- No macro system. I didn't rewrite that, because I'm plotting to make a better one. It'll be back, eventually; meanwhile autohotkey should work (and if it doesn't, tell me and I'll fix it).

Overall, this may be the last d-series release. There are probably minor glitches left, but there should be nobody left unable to play it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: quinnr on December 25, 2009, 12:18:28 am
Yay!  ;D

I like the new modes, should be helpful to those w/o OpenGL. and the other stuff is nice too.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: kurokikaze on December 25, 2009, 06:04:29 am
Oooh, cool :)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: assimilateur on December 25, 2009, 10:27:27 am
- New sound system (openal); means more reliable sound on linux.

I thought the only sound in this game was one track played on classical guitar, or am I missing something here? I ask this, because I can't fathom how that could be so complicated as to be unreliable for some people.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 25, 2009, 12:51:24 pm
Sound on linux is, in fact, a rather.. dicey proposition.

Things vary a lot between distributions, and they expect to recompile all programs to fit.

Wait, sound? No, /binary distribution/ is a dicey proposition.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on December 25, 2009, 06:38:03 pm
Sound on linux is, in fact, a rather.. dicey proposition.

Things vary a lot between distributions, and they expect to recompile all programs to fit.

Wait, sound? No, /binary distribution/ is a dicey proposition.

Since DF's sound runs almost independently of the game itself -- only occasionally switching between three modes (silence, intro/generation theme, fortress theme), perhaps it would be best to have all sound handled in an independent process.

This process could be a separate executable, accepting commands from DF proper over a pipe.  Because it would just be a customized Ogg player, you could release its source without spilling any of Toady's crown jewels.  (Not that you actually have those jewels....)

As a bonus, you could then claim DF now can use two processors....
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SirPenguin on December 25, 2009, 06:58:10 pm
Think the input rewrite may fix that strangely persistent alt-tab bug?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Lapsus on December 25, 2009, 07:28:17 pm
Baughn, I know it's not likely, but I thought I'd mention it anyways. Is there any chance of something like this text-mode patch (http://www.bay12games.com/forum/index.php?topic=45283.0) being included in the d# series? It would be amazingly entertaining, and could be quite useful in some situations. [IE: using a more powerful computer located elsewhere to play via SSH, semi-chaotic succession games, etc.]
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on December 26, 2009, 11:11:31 am
Baughn, I know it's not likely, but I thought I'd mention it anyways. Is there any chance of something like this text-mode patch (http://www.bay12games.com/forum/index.php?topic=45283.0) being included in the d# series? It would be amazingly entertaining, and could be quite useful in some situations. [IE: using a more powerful computer located elsewhere to play via SSH, semi-chaotic succession games, etc.]
This is nice. :)

I'm afraid I don't have time to chop it into shape for DF now, though. Could be.. I don't know, two-three months?

But I'll definitely cook up something ncurses-like, eventually.
They are /right now/, actually. Somewhere in there.

Okay. 40d17 is coming up; I've sent the last major patch to Toady, though it may still be a while.

Big changes:

- Three new display modes: 2D, 2DASYNC and 2DHW, none of which use opengl. Not as fast, but reliable and work without a 3d accelerator.
Because losing compatibility with new versions is not DF's thing. \o/ I don't suppose you'd expand the acronyms/meanings for us? (obviously 2D is two-dimensional...)
Quote
- New sound system (openal); means more reliable sound on linux.
Not that I used it, but sounds good.
Quote
- Rewritten input system (a-freakin'-gain), hopefully this time there will be no more problems. A number of minor improvements in how input is handled.
>_>
Quote
- No macro system. I didn't rewrite that, because I'm plotting to make a better one. It'll be back, eventually; meanwhile autohotkey should work (and if it doesn't, tell me and I'll fix it).
I'm guessing this is partly because you'd need to rewrite to re-fit the input code? IF not, why not leave it in?
Quote
Overall, this may be the last d-series release.
:'(The end of an era!
Quote
There are probably minor glitches left, but there should be nobody left unable to play it.
Which is good.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 26, 2009, 11:57:56 am
It should fix the alt-tab bug. Let's see:

- The input system is explicitly cleared whenever you switch from /or/ to DF. Hopefully that'll fix it outright.
- Whenever you press any key that is not supposed to repeat, that cancels outstanding repeating keys. That is, if something gets stuck on, press space or something and it'll stop. Um, though now that I think of it there may be a problem with that idea.. I'll have to check again.

The thing with the macro system is two-fold..
- We're moving to using Lua for the macros. The old code just wouldn't work.
- If Toady is agreeable, you may get the opportunities to write things like "put a wall block here, made of bauxite" instead of just having raw keyboard input. Should be good, but he hasn't said anything about the idea yet, either way.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 26, 2009, 12:04:52 pm
Yeah.. lots of bindings per key, and lacking any information on which interpretation is /used/ at any given moment, I can't cancel just because one of the bindings is non-repeating.

Oh well.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on December 26, 2009, 12:24:54 pm
I...er...what? Non sequitur... the latter post, anyway
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 26, 2009, 12:41:37 pm
"Probably works, but I had to cut out one of my safety devices because it would've overreacted a lot".
Title: Re: FotF: Dwarf Fortress 40d16
Post by: cooz on December 26, 2009, 03:52:34 pm
- We're moving to using Lua for the macros. The old code just wouldn't work.
- If Toady is agreeable, you may get the opportunities to write things like "put a wall block here, made of bauxite" instead of just having raw keyboard input. Should be good, but he hasn't said anything about the idea yet, either way.

Holy moly! That'll create infinite possibilities, me wants it!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 26, 2009, 04:08:43 pm
Lua support seems extremely premature.  Even your bauxite wall example would require significant behind-the-scenes work on Toady's part.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 26, 2009, 04:25:07 pm
Maybe, maybe not. It depends on how building is currently implemented.

I figured it wouldn't hurt to ask.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SimRobert2001 on December 27, 2009, 04:20:06 am
Okay, i have a quick question: i JUST isntalled ubuntu, and i found Nvidia drivers for my card and installed them, but i when i goto start the game, i get "SDL initialization failure: Could not find matching GLX visual"

any ideas?

Before i forget, i DID unpack 16-head on top of the new version.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on December 27, 2009, 04:47:11 am
Before i forget, i DID unpack 16-head on top of the new version.

That's guaranteed to cause problems of some kind.  Try unpacking it somewhere else instead.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 27, 2009, 07:12:25 am
On top of the new version, he said.

However, d16-head is not all that useful at the moment. Try not using it at all. Although, that error means you don't have an opengl driver installed, or at least not one that can handle 32-bit color.

The good news is, 40d17 won't need opengl, though 2D mode is quite noticably slower. Also, you may be able to fix the problem yourself.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on December 27, 2009, 06:49:19 pm
One minor feature request:

If WINDOWEDX and WINDOWEDY are set to zero, make the actual window size enough to give 80x25 in the selected font.

This would make it a little more convenient to test fonts of diverse sizes.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: JoystickHero on December 29, 2009, 11:26:09 pm
One minor feature request:

If WINDOWEDX and WINDOWEDY are set to zero, make the actual window size enough to give 80x25 in the selected font.

This would make it a little more convenient to test fonts of diverse sizes.
You know you can just drag the corner of the window to resize it, right?

I love this. I've been using it for a while now, after the friend who introduced me to DF showed me it. (I was complaining about how much of a pain it is to resize while installing a custom font. In retrospect, a rather petty complaint.) I love it. Here's hoping that these features make it into DF proper! :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on December 30, 2009, 10:48:26 am
Since the game is not properly playable at a tile dimension lower than 80x25, having it default to that size rather than squishing the tiles would be a useful option to have. Resized tiles can look rather hideous, and getting the size just right by window-shaping can be an exercise in frustration.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Toksyuryel on December 30, 2009, 03:14:17 pm
I would like to humbly request that Python be used instead of Lua. That is all.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on December 30, 2009, 03:42:09 pm
It's easier to correct for missing libraries than missing language features, and Python fails horribly at functional programming, apparently by design. That is all.

That said, which extension language ends up being used is very much up to Toady; I don't really have any say in it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shoku on December 30, 2009, 04:07:20 pm
Since the game is not properly playable at a tile dimension lower than 80x25, having it default to that size rather than squishing the tiles would be a useful option to have. Resized tiles can look rather hideous, and getting the size just right by window-shaping can be an exercise in frustration.
Dude: blackspace. Just have your opening window size be huge and you'll have plenty of big black border to buffer to whatever practical size.

Title: Re: FotF: Dwarf Fortress 40d16
Post by: Andir on December 31, 2009, 11:49:10 am
It's easier to correct for missing libraries than missing language features, and Python fails horribly at functional programming, apparently by design. That is all.

That said, which extension language ends up being used is very much up to Toady; I don't really have any say in it.
It's the fact that inconsistent whitespace can literally kill a program that gets me.  The whole tabs vs. spaces takes on a whole new meaning in Python.  Especially, if we are talking about sharing scripts, which we would be.  Yeah, I know most compilers handle conversion, but you have to know whether the author uses 1, 2, 3, or 4 spaces per indent and all that jazz.  It's almost as if Python was designed to be horrible to share code.  Also, the choice of implementing Python over Lua because of the library selection is quite pointless since the script will mainly be dealing with DF objects and not having to connect to a remote server or something odd like that.  Sure, I can see some utility in it, but it's not a staple requirement.  (Also, I read that LUA is much easier to integrate with C++ than Python...)

That being said, I have played a bit with Python and merely only read about Lua, so my support for Lua seems a bit odd seeing that I haven't actually used it, but I still think it's a better choice (if there were a vote.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Ornedan on December 31, 2009, 12:23:37 pm
The whitespace for structure thing in Python only really amplifies existing problems. Which I don't consider a particularly bad thing, since then you have to fix the real problem, being that your code is an unreadable mess of randomly indented crap. As far as sharing goes, there are these things called coding conventions.

Lua is however a better choice, because it's tiny compared to Python yet still has an adequate base library. About the only advantage Python would have is an enforced base standard of readability on that "shared code".
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rafal99 on December 31, 2009, 01:05:42 pm
I vote for Lua. It is very flexible and great for all kinds of scripting. There are many both commercial and open-source projects that have proven the usefulness of it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on December 31, 2009, 04:29:31 pm
Having converted my isominerals to the superior transparency-instead-of-magenta, It is painful to try to draw on alpha channel accurately.

Something that just used "R" and "G" channels for FG/BG would be much much easier to work with...as well as easier to understand.

If we had some common image format with six channels I'd suggest that instead, but I don't know of any. Then again, just doubling tileset would make that feasible.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on December 31, 2009, 07:21:36 pm
Since the game is not properly playable at a tile dimension lower than 80x25, having it default to that size rather than squishing the tiles would be a useful option to have. Resized tiles can look rather hideous, and getting the size just right by window-shaping can be an exercise in frustration.
Dude: blackspace. Just have your opening window size be huge and you'll have plenty of big black border to buffer to whatever practical size.

This is what I would call a workaround.

That there is a way to get around a problem doesn't mean the problem should be left alone; that there is an ugly alternative to a suggestion doesn't mean the suggestion is without merit.

Personally, I wouldn't want the window frame to take up any more space than it must. The person who suggested that 0 dimensions instead make for an 80x25 tile default size hit on a possibly-useful special case, which might or might not be less irritating to implement than a way to determine whether the view will squish, or automatically scale to a minimum, for any size that doesn't allow 80x25 tiles to fit.

Come to think of it, a way to specify starting resolution by (unscaled) tiles rather than pixels might itself be useful... but that's getting off course.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DrazharLn on January 02, 2010, 07:52:37 am
Come to think of it, a way to specify starting resolution by (unscaled) tiles rather than pixels might itself be useful... but that's getting off course.

You can do that just now with a little maths. Find the width and height of a tile in your tileset in pixels. Multiply that number by the number of tiles you want horizontally and then by the number of tiles you want vertically. That is your window size.
You used to have to fiddle with a GRID setting, but I think that's redundant now.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 02, 2010, 11:51:18 am
Sounds reasonable. So, in d17 or at least the final release:

If you specify 0x0, it'll autodetect a window size for 80x25. If you specify NxM, where both N and M are <256, it'll interpret that as grid size, and calculate the window size accordingly.

If you actually want a 255x255 window for some reason, you're SOL and I'll cry a crocodile tear for you.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: jpwrunyan on January 02, 2010, 12:05:33 pm
Sounds reasonable. So, in d17 or at least the final release:

If you specify 0x0, it'll autodetect a window size for 80x25. If you specify NxM, where both N and M are <256, it'll interpret that as grid size, and calculate the window size accordingly.

If you actually want a 255x255 window for some reason, you're SOL and I'll cry a crocodile tear for you.

Why not take a CSS approach and have it suffix with either "px" for pixels or "tile" for tiles?  The default (no suffix) can be pixels.  Dunno how easy that would be to implement...

But honestly, I don't see the merit in setting size by pixels as opposed to tiles.  Not until variable width fonts are ready.

Anyway, really looking forward to the new features you guys are working on!  Thanks!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: qwert on January 02, 2010, 03:22:32 pm
Until someone manages a 3xSomething tileset, the smallest available is 4xSomething which has a 320px horizontal width. So unless you know of a method of getting a tileset to only 3 pixels wide while still usable, and you would want a width between 81 and 84 tiles, I think it is safe to assume this is a non-issue.  :P
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 02, 2010, 05:07:41 pm
Sounds reasonable. So, in d17 or at least the final release:

If you specify 0x0, it'll autodetect a window size for 80x25. If you specify NxM, where both N and M are <256, it'll interpret that as grid size, and calculate the window size accordingly.

If you actually want a 255x255 window for some reason, you're SOL and I'll cry a crocodile tear for you.

Why not take a CSS approach and have it suffix with either "px" for pixels or "tile" for tiles?  The default (no suffix) can be pixels.  Dunno how easy that would be to implement...
seconded.

Well, I and a few others made 4x4 tilesets which are readable, and,while a 4x2 tileset would be theoretically usable in monochrome (8 bits to distinguish 256 tiles) it wouldn't be readable.

...hmm, I thought there had been multiple 3x5 tilesets, those're not that bad to create or read. Probably just not on the wiki repository.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 02, 2010, 05:22:09 pm
..no. Just no. You people aren't at all sane.

This way works perfectly fine; if you want something that small, specify the grid size. Somehow I doubt you'd want the quality loss from a non-blackspace, non-exact grid anyway.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 02, 2010, 05:42:06 pm
..no. Just no. You people aren't at all sane.
;D
Well, it's not unreasonable, and it's more readable.
[GRID:TILES:80:25] or [GRID:PIXELS:1280:400]

[SCALE:1:1] >_> and perhaps restore an old feature in a new way

Also, something (it might not be in df) does not like tiny windows. lemme confirm this actually.

Nah, cancel that, 320x100 window (80x25 for 4x4) works. Though, I'm still getting Mysterious Antialiasing on ACCUM_BUFFER/YES, which is best setting fpswise. But it makes 4x4 unplayable since it mangles most tiles.
under good/standard:
(http://img51.imageshack.us/img51/3770/screenshotdwarffortress.png)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 02, 2010, 08:09:50 pm
Well, let's see what happens with the 2D modes in 40d17.

One of those might be as fast. Accum-buffer is normally horribly slow, so if it isn't for you.. it's because everything else is too.  ::)

The 2D modes are definitely pixel-perfect. Zooming isn't supported, though.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: jpwrunyan on January 02, 2010, 08:18:12 pm
..no. Just no. You people aren't at all sane.

This way works perfectly fine; if you want something that small, specify the grid size. Somehow I doubt you'd want the quality loss from a non-blackspace, non-exact grid anyway.

My point wasn't to enable a 256x256 pixel view... merely to make the interface configuration explicit.  Having 256 (or whatever) be a magic number is... well, against my instincts.  Also, I guarantee that someone will not get it.  "Is this supposed to be 400 pixels or 400 tiles?  Der..."  Or "I'm gonna pimp my DF!  I have 3 monitors lined up horizontally!  I wanna 300 tile wide window to stretch across them all!  Wait... pixels???  I don't know how many pixels that is!  Uh, 1440 plus..."

Anyway, it was just a suggestion.  If you're not worried about stupid settings or stupid people then it is sorta moot.  For me these sort of considerations are just instinctual.  I have to make any application I program fool-proof... because the end users are fools.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 02, 2010, 08:56:55 pm
actually, as I understand it there's a hard-coded 256x256(off-by-one?) maximum display, which would need fixing in the backend(Toady's) before it would be possible.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 03, 2010, 06:48:08 am
Not "need fixing", actually; they're #defines, and could be changed in an instant.

But there are no doubt a bunch of datastructures that allocate that much memory statically. I've tried to avoid it, but I think even I've got a few. So that should be cleared up before it can be set to something like 5000.

And point taken. I'll use [WIN_GRIDSIZE:x:y] and [WIN_RESOLUTION:x:y] instead. You get to use one, or the other, or quite possibly both if I can figure out how to do that cleanly.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Ornedan on January 03, 2010, 01:33:15 pm
Until someone manages a 3xSomething tileset, the smallest available is 4xSomething which has a 320px horizontal width. So unless you know of a method of getting a tileset to only 3 pixels wide while still usable, and you would want a width between 81 and 84 tiles, I think it is safe to assume this is a non-issue.  :P
It's more an issue of magic values (or value-ranges in this case) being bloody ugly.

Edit: Oh, hey, new page where I got ninjad by several hours. Succes!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Daman on January 03, 2010, 01:59:43 pm
so uh is the input not responding on adventurer death going to be un-fucked in d17?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 03, 2010, 02:48:37 pm
Yes.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Daman on January 03, 2010, 02:53:04 pm
Yes.

cool sounds hot hope it's out soon


you should put up an SVN or sth
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on January 03, 2010, 03:07:22 pm
you should put up an SVN or sth

There's a link in the OP for the 40d16 HEAD, although I don't know if it's still getting updated: http://brage.info/~svein/df-40d16-head.tar.bz2
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 03, 2010, 03:20:26 pm
It isn't, because my current point of development does not include a working DF.

Well.. it starts, you can generate a world, but you can't play. Toady'll have to fix whatever causes game-start commands to be ignored. :P

Once d17 is out I'll have an easier time.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 03, 2010, 06:16:27 pm
You are aware of the strange character-exclusions (http://www.bay12games.com/forum/index.php?topic=46858.0) in the note-taking paraphernalia, both at embark and fortress mode? Just something to watch out for.coded
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Konpeito on January 03, 2010, 06:58:04 pm
Hoping I can get a quick assist on this... I'm on my Windows XP install, because my fort has gotten so big that managing it without the help of utilities that have no OS X counterpart (which is to say, all of them) is almost more trouble than it's worth. Here's the problem: when I try to resize the window, even by so much as a pixel, the entire thing goes black. Careful experimentation suggests that if I can get the window EXACTLY back to the size it started, it comes back. The Mac version of 40d16, which I've been running this fortress on until now, has never displayed this resize glitch. I am really quite confused, but I'm sure I've managed to innocuously screw up some otherwise unimportant variable somewhere. I have a knack for that sort of thing. Any suggestions for how to fix this so I can get on with my farewell-to-the-current-version fortress would be greatly appreciated!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 03, 2010, 07:04:24 pm
Based on my experience:
1. You're using something other than [PRINTMODE:STANDARD]
2. There is a bug that makes it think that it needs to do a redraw, but only manages to clear the window. Do something else that actually forces a redraw (the easiest is changing the zoom level and resetting it)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Konpeito on January 03, 2010, 07:18:36 pm
Based on my experience:
1. You're using something other than [PRINTMODE:STANDARD]
2. There is a bug that makes it think that it needs to do a redraw, but only manages to clear the window. Do something else that actually forces a redraw (the easiest is changing the zoom level and resetting it)

PRINTMODE was in STANDARD, I played with it trying to fix this, ended up setting it back to STANDARD.

I tried zooming out, in, etc while the screen was black. Didn't do anything.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 03, 2010, 08:13:13 pm
Pretty sure that's Yet Another Thing That's Fixed In 40d17. Wait and see.

I really hope Toady gets better soon..
Title: Re: FotF: Dwarf Fortress 40d16
Post by: lokis on January 03, 2010, 10:34:08 pm
Hello, I just start playing a few days ago, i`m still learning how to play, but i`m having one problem. Sometimes my game does not run, i start the dwarfort.exe, and the game window does not appear, but i see that the process dwarfort.exe is running in the task manager and consuming 49% of CPU.
I`ve done this to solve:
I made a .bat that executes dwarfort.exe, this sometimes make the game run normally.
If i can`t run the game with the .bat, I have to delete the save folder, and the game runs fine again. (but obviously, i lose all my world)

I`ve searched for this, but found nothing, anyone knows what problem this could be?

Thanks in advance, and sorry for my english.  ;D

EDIT: I`m running the d16 version on Windows XP SP3, without mods, tilesets, or anything extra.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on January 04, 2010, 09:09:25 am
Speaking of zoom, I personally rather dislike it. I would greatly enjoy having a way to set the zoom factor to exactly 1, or just plain turn off zoom, even when running OpenGL; the quality loss is horrible on my display, and my CPU is already so limited that zooming out to have more tiles visible causes noticeable slowdowns anyway.

Failing that, having a way to reset to 1:1 would be lovely. It's a bit vexing to accidentally nudge the mousewheel and have to fiddle with getting it exactly right again.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: dorf on January 04, 2010, 10:02:08 am
Failing that, having a way to reset to 1:1 would be lovely.
IIRC, you can do that with the F12 button.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 04, 2010, 10:54:01 am
You should be able to turn it off by removing the zoom in/out mappings in the interface menu.

Alternately you could use one of the 2D modes in 40d17, which are unable to zoom.  ::)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on January 04, 2010, 11:09:45 am
...Right. I was hoping that an init option to turn off zooming would be a fairly quick way to get around requiring either a moderately ugly hack on the user's part or using a nonoptimal render mode that's already been stated as being slower, but apparently I was mistaken. Sorry for bothering.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on January 04, 2010, 12:24:34 pm
Speaking of zoom, I personally rather dislike it. I would greatly enjoy having a way to set the zoom factor to exactly 1, or just plain turn off zoom, even when running OpenGL; the quality loss is horrible on my display, and my CPU is already so limited that zooming out to have more tiles visible causes noticeable slowdowns anyway.

Speaking of zoom, in the suggestion forum I've re-iterated my longstanding proposal to have zoom switch between different sized fonts, rather than scale a single font -- and added it to Eternal Suggestions.

http://www.bay12games.com/forum/index.php?topic=47374.0 (http://www.bay12games.com/forum/index.php?topic=47374.0)

You'd probably like the kind of Zoom I'm campaigning for.  You could have, in addition to your favorite font, a Zaratustra microfont for birds-eye views, and a massive font to use all the screen real estate in worldgen/site selection.  All in crisp 1:1.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on January 04, 2010, 01:09:20 pm
A tilepage-switching "zoom" function is a neat notion indeed, though it may be beyond the scope of the d## series and require more of Toady's intervention, and may be liable to wait for a presentation update.

I like the notion, and it could also imply that you could use a different tileset for the world display than for the menus(thus reducing/eliminating the readability problems of graphic-heavy tilesets), which would only be for the good.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on January 04, 2010, 01:51:50 pm
A tilepage-switching "zoom" function is a neat notion indeed, though it may be beyond the scope of the d## series and require more of Toady's intervention, and may be liable to wait for a presentation update.
I don't see any problem.  The code already supports two fonts -- one for Fullscreen and one for Windowed.  It's just a matter of generalizing to have two or more different Fullscreen layouts.

I like the notion, and it could also imply that you could use a different tileset for the world display than for the menus(thus reducing/eliminating the readability problems of graphic-heavy tilesets), which would only be for the good.
But this does need Toady, I suspect.

I haven't seen the code myself, but the fact that dye colors are stored as separate RGB values but are crushed to one of the regular 16 for display, strongly suggests that the core and graphics communicate over a CGA-like buffer with only 16 bits per cell - 4 for FG color, 4 for BG color, 8 for glyph.  Adding another 94 glyphs for genuine text would break the 8-bit limit.

Then again, somehow supplemental creature graphics work, so something else must be going on....
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on January 04, 2010, 02:49:38 pm
What I was getting at would be a much more complicated function than the difference between fullscreen and windowed: it would be using different tilepages for different portions of the screen. Perhaps the same logic that goes into switching between windowed and fullscreen modes could be used to change tilepages on the fly in general - this would be a boon for trying out new tilesets, even if the changes are not persistent without going in and manually editing the init.txt.

I don't run DF in fullscreen(I don't like the effort my system goes through to switch graphic modes, and I like having utilities visible as I play), so a way to make this work in windowed mode, not just fullscreen, would be appreciated.

But yeah, so would opening up the graphics in general; allowing graphics for not just CREATURE:{CREATURENAME}, but e.g. OBJECT:BED. Maybe even trees, if someone is feeling really ambitious. And allowing dyes to be shown in their full colour, for that matter. Or just opening colours into RGB values in general; that might be better and/or easier than handling dyes as a special case.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on January 04, 2010, 04:38:01 pm
What I was getting at would be a much more complicated function than the difference between fullscreen and windowed: it would be using different tilepages for different portions of the screen.
The graphics code might not know what parts of the screen are menu and what parts are world.  And even if it did, it might have to swap tilesets several times in rendering a single frame, producing an unacceptable framerate.

But what I'm asking is simple.  F11 already swaps the display type and the font -- I just want a command that changes the font leaving the display type the same.

Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 04, 2010, 05:29:19 pm
...Right. I was hoping that an init option to turn off zooming would be a fairly quick way to get around requiring either a moderately ugly hack on the user's part or using a nonoptimal render mode that's already been stated as being slower, but apparently I was mistaken. Sorry for bothering.
Geez. Well, what about setting the zoom setting to 1 in init.txt? That should turn it into a no-op.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 04, 2010, 05:32:06 pm
Runtime switching of the font, perhaps using a menu showing the possible options in data/art...

Well, it should be relatively doable, but I won't/can't do it right away. Both I and Toady are too busy at the moment, but I'll keep it in mind for later.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 04, 2010, 05:34:23 pm
Hello, I just start playing a few days ago, i`m still learning how to play, but i`m having one problem. Sometimes my game does not run, i start the dwarfort.exe, and the game window does not appear, but i see that the process dwarfort.exe is running in the task manager and consuming 49% of CPU.
I`ve done this to solve:
I made a .bat that executes dwarfort.exe, this sometimes make the game run normally.
If i can`t run the game with the .bat, I have to delete the save folder, and the game runs fine again. (but obviously, i lose all my world)

I`ve searched for this, but found nothing, anyone knows what problem this could be?
I've seen quite a few people with this problem, but I honestly have no clue whatsoever what the cause might be. It doesn't happen here, or apparently for Toady, which rather jinxes any possibility of figuring it out in a reasonable timeframe.

There are a few options, but for the time being I'd like you to wait for 40d17 and try the 2D mode there, so we can be sure the problem isn't on the opengl side of things.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ungulateman on January 04, 2010, 11:08:00 pm
The download link hates me. Anybody else have problems?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on January 05, 2010, 01:26:32 pm
...Right. I was hoping that an init option to turn off zooming would be a fairly quick way to get around requiring either a moderately ugly hack on the user's part or using a nonoptimal render mode that's already been stated as being slower, but apparently I was mistaken. Sorry for bothering.
Geez. Well, what about setting the zoom setting to 1 in init.txt? That should turn it into a no-op.

This thought occured to me, but:

Quote from: init.txt
Use this to set how fast the game zooms.  The default corresponds to multiplying by a factor of 1.1 each time the zoom action occurs.  You can set it anywhere from 1.001 to 1.999.

I didn't know how it would respond to an input out of those bounds. If it indeed handles it as a no-op rather than wigging out(or using the minimum factor of 1.001) that's acceptable.

In general I think a 1.0 - 2.0 range would be good; 2x scaling is likely to be clean, a decimal might not yield an acceptable result depending on display and tileset.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 05, 2010, 02:17:31 pm
It isn't clamped. I must admit I don't quite understand toady's hand-written decimal parser (and don't care to; I'm replacing that now), but a 1 should get read as simply a 1.

It won't be a no-op, exactly, but multiplying by 1 is a no-op, so the effect is the same. Floating-point isn't unreliable, just different; if you understand it, it's perfectly predictable.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Shurhaian on January 05, 2010, 02:22:33 pm
Well, yes, that's what I meant; a mathematical rather than a programming no-op.

All right, good to know, thanks.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 05, 2010, 06:00:54 pm
Well, yes, that's what I meant; a mathematical rather than a programming no-op.

All right, good to know, thanks.
"identity operation"
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DDR on January 09, 2010, 03:23:18 am
Well, hm, after playing the *official* release from the df website, I must say this is a _stunning_ improvement.  :D It works much faster, and it seems... better.

However, I prefer the 'tiny' font, magnified by two so I can see it. What is tha... It's a beard, right. Anyhow, there are stray lines where it has scaled poorly if I try to re-size the window. I can zoom in, everything is dandy, but it is odd with any other window size - no matter how much I tweak it, something is off. Could we please make a 'pad' around the edges, so that individual tiles are not stretched in relation to other tiles? If the tiles were 8x12, then the pad could be 0 to 11 wide, and 0 to 7 high. 8)

I'm sure this is a fpi after 50-odd pages of discussion, but I can't find it in a search.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 09, 2010, 03:28:48 am
[BLACKSPACE:YES] should be the answer.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: DDR on January 09, 2010, 08:22:39 pm
When you try to zoom in with blackspace enabled, the tiles do not grow larger - the number of tiles shrinks, and what is left at 2x zoom takes up 1/4 of the screen. :(

Did I describe that clearly, or should I take screenshots?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on January 09, 2010, 09:53:10 pm
Baughn -- a couple people running 40d16 on 64-bit systems have reported that they can't run in windowed mode.  They both say their drivers are up to date.  I'm currently trying to find out what video cards they have, but meanwhile, any ideas?

http://www.bay12games.com/forum/index.php?topic=47074.0
http://www.bay12games.com/forum/index.php?topic=47672.0
Title: Re: FotF: Dwarf Fortress 40d16
Post by: smirk on January 10, 2010, 12:39:33 am
Odd happening with 40d16 vs 40d.

I'm making a huge tileset. Original plan was for it to be 8800x8800 pixels, but that crashed DF. After some experimenting, I found that 2831x2831 pixels was the maximum size I could make the tileset. At 2832x2832, I got this message:
Code: [Select]
GPU unable to accomodate texture catalog. Retry without graphical tiles,
update your drivers, or better yet update your GPU.
Using irregular dimensions (2832x2831 and vice versa) gave the same error. The odd thing is, this appears to be a pixel-dimension thing, not a file size one. Using a BMP rather than PNG gave the exact same results. BMP was 22.9 megs to the PNG's 670 KB.

Then, just for kicks, I made a BMP of the 8800x8800pixel version and tried to load that in 40d AND IT WORKED. Except I couldn't zoom in, so the tileset looked like crap. Ah, the bitter irony, it stings so.

My graphics card is a GeForce 7900 GS, not the newest but not terrible either. Its drivers are updated.

So what happened between 40d and 40d16? I'm all for the new changes; 40d16 is faster and I wouldn't even be considering such a ridiculously sized tileset without the awesome zoom feature. It just seems odd that this is happening.

tl;dr: 8800x8800pixel tileset loads in 40d, crashes 40d16.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 10, 2010, 12:56:02 am
550 pixels wide per tile?...um. Why? I'm curious. (hmm, real dimension of 80x25 is 44000x13750.)

*does some math* 2832x2832 is  ~8M, but still has about 300k before 8Mi, so that's a little odd as boundary. 2832 isn't any sentinel I know of on its own...it's 11*16*16...

Anyway, someone's code (or your card) has a definition of "reasonable" that probably clashes with your own. Funnily, Tarn's does not.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SimRobert2001 on January 10, 2010, 01:36:07 am
Baughn -- a couple people running 40d16 on 64-bit systems have reported that they can't run in windowed mode.  They both say their drivers are up to date.  I'm currently trying to find out what video cards they have, but meanwhile, any ideas?

http://www.bay12games.com/forum/index.php?topic=47074.0
http://www.bay12games.com/forum/index.php?topic=47672.0

Could that be what happening with my game? it says it can't find the matching GLX visual.

my graphics card is an nvidia 6400.  in addition, i'm using ubuntu.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: smirk on January 10, 2010, 01:41:11 am
550 pixels wide per tile?...um. Why? I'm curious. (hmm, real dimension of 80x25 is 44000x13750.)

*does some math* 2832x2832 is  ~8M, but still has about 300k before 8Mi, so that's a little odd as boundary. 2832 isn't any sentinel I know of on its own...it's 11*16*16...

Anyway, someone's code (or your card) has a definition of "reasonable" that probably clashes with your own. Funnily, Tarn's does not.

Reason being my tileset; I need more detail per tile, darnit!  http://www.bay12games.com/forum/index.php?topic=47474.0

It's an odd boundary indeed; it probably is some odd interaction between my card and d16's OpenGL I guess. The 8800x8800 BMP I put in 40d was 221 megs, and that loaded without even an extra-long startup 0_o  Maybe when Toady merges things for the next release, my problems will magically disappear. I can always hope =D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 10, 2010, 02:04:45 am
Interesting.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Rose on January 10, 2010, 04:47:20 am
I'm pretty sure it's due to the fact that 40d16 uses hardware acceleration, while 40d was software. GFX cards probably have some kind of limit on the size of textures they can keep in memory.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 10, 2010, 07:36:38 am
There's a limit on how large textures your card will accept; typically 1024x1024, 2048x2048 or 4096x4096.

40d creates one texture per tile, then switches between them once per tile. This is very inefficient. 40d16 creates a single large texture for all tiles, but this means there are limits on tile size.

But frankly, your tileset is not what I'd call sane. Why do you want it that large?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 10, 2010, 07:43:41 am
SimRobert: Tell me what glxinfo says, then report back.

Footkerchief: There could be a connection; vista and w7 have changed how opengl is rendered in windowed mode, for composition.

It should still work, barring broken drivers (as in, broken from the factory.. doesn't work with ATI, for example); however, you could bypass the entire issue (hopefully) by switching windows to classic mode.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: numerobis on January 10, 2010, 01:42:14 pm
Why do you want it that large?
To zoom in enough to see the splatter of vomit on the right third finger?  But really this would be better handled by SVG tilesets.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on January 10, 2010, 02:36:32 pm
switching windows to classic mode.

Is that the same as compatibility mode?  I'll pass that along.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: smirk on January 10, 2010, 05:39:01 pm
There's a limit on how large textures your card will accept; typically 1024x1024, 2048x2048 or 4096x4096.

40d creates one texture per tile, then switches between them once per tile. This is very inefficient. 40d16 creates a single large texture for all tiles, but this means there are limits on tile size.

But frankly, your tileset is not what I'd call sane. Why do you want it that large?

Well, I was minding my own business, playing DF, when suddenly Mme. "Because I Can" and M. "Why Not?" hit me over the head with your zoom-in function. So I suppose you're to blame.
Hah, "sanity"  ::)

I did just find a (partial) work-around, though. Seems DF doesn't mind mixing in tiles of different resolutions from graphics packs. So given my maximum of 2831x2831pixel picture files, and 550x550pixel target tile resolution, I can make 5x5tile graphics packs out of everything capable of being shoved into them. Which is just creatures at the moment, but at least they'll be fully-detailed creatures!

Thank you for the clarification, sir; there's hope for this tileset yet!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SimRobert2001 on January 10, 2010, 05:53:28 pm
SimRobert: Tell me what glxinfo says, then report back.

Footkerchief: There could be a connection; vista and w7 have changed how opengl is rendered in windowed mode, for composition.

It should still work, barring broken drivers (as in, broken from the factory.. doesn't work with ATI, for example); however, you could bypass the entire issue (hopefully) by switching windows to classic mode.

actually, it went away upon updating my graphics card.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Michael on January 10, 2010, 06:20:02 pm
Well, I was minding my own business, playing DF, when suddenly Mme. "Because I Can" and M. "Why Not?" hit me over the head with your zoom-in function. So I suppose you're to blame.

But 40d16 guarantees the DF core at least an 80x25 gridsize, meaning you cannot achieve 1:1 zoom on any real monitor at 550 tile size.  You'd need well over five times the horizontal resolution of any monitor you can actually buy in the real world.

So you lose nothing by just creating a downscaled version of your set, that fits your monitor at 80x25, and feeding that to DF instead of your 550px master (which you keep for editing).

That might make zooming to other resolutions a little less smooth, since going from 550x550 to 50x50 discards information useful in making the cleanest 49x49 render.  But that problem would be better solved with the multiple font feature I've been requesting...

Title: Re: FotF: Dwarf Fortress 40d16
Post by: smirk on January 10, 2010, 07:12:02 pm
But 40d16 guarantees the DF core at least an 80x25 gridsize, meaning you cannot achieve 1:1 zoom on any real monitor at 550 tile size.  You'd need well over five times the horizontal resolution of any monitor you can actually buy in the real world.
Ah, but the point is not to produce a usable tileset, but rather one that looks good when ridiculously zoomed in =D The hardcoded 80x25 means that zooming in that far shoves the menus way off my monitor to the right and the whole screen wobbles in counterpoint to mouse movement. But the tiles look so good!

Anyway, I spoke too soon earlier:
I did just find a (partial) work-around, though. Seems DF doesn't mind mixing in tiles of different resolutions from graphics packs. So given my maximum of 2831x2831pixel picture files, and 550x550pixel target tile resolution, I can make 5x5tile graphics packs out of everything capable of being shoved into them.

Apparently the limit is global. Loading two 4x1tile graphics packs (2200x550 each) works with the 2048x2048 tileset, but trying to load a third crashes things with the message to upgrade GPU. Guess the light at the end of the tunnel was an oncoming train O_0
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ungulateman on January 10, 2010, 07:45:27 pm
Apparently I need fmodex.dll to run d16.

WHEN IT'S RIGHT THERE IN THE GODDAMN FOLDER NEXT TO THE GODDAMN .exe FILE.

GAAAAAAAAAAAAAH.

...help?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 10, 2010, 08:01:09 pm
Broken download? Try again?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ungulateman on January 10, 2010, 10:23:41 pm
I've tried that. Three times. Along with trying to download Mayday's graphic set, and getting the same error. It says something like "failed to create OpenGL window" or similar. It's an old computer, would my graphics card be a problem?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 11, 2010, 05:02:30 am
It could be. In that case, there's a 2D mode in 40d17 which will help.

That doesn't explain the fmodex error, though.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ungulateman on January 11, 2010, 08:34:49 am
My computer runs 3D 40d fine, just not d16. I'm so unhappy... :'(

ungulateman has been stricken with melancholy!

ungulateman, Record Keeper, has drowned.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: LostxInxThought on January 18, 2010, 07:47:57 pm
Odd FPS issue, I just got around to getting the linux release of 40d16 running (been playing on a windows partition until now) and, when I use the 800x600 font, my FPS is around 15 with 7 dwarves, getting up to 20 paused.
using the 640x300] font, I get 103FPS paused and 100 running with the first 7 dwarves.

has anyone else experienced this?
(I looked really quick with the forum's search function and didn't see anything. I hope this isn't old news.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 19, 2010, 01:59:09 am
Try the other printmode settings.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: shadowsofwhite on January 19, 2010, 03:41:13 am
Don't know if anybody has encountered this one, yet: 40d16 will not generate large daggers.

This is not an issue with broken downloads, and it is rather odd, in the manner of its occurrance. The game recognizes that there is such a thing as a dagger (and will allow skill selection to members of any race that can create large daggers); however, no such dagger will exist in-game; and yet, they CAN be crafted (or even embarked with) in fortress mode.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 19, 2010, 04:01:11 am
Which 40d16, now? Not getting th't problem w/Linux version.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Sizik on January 19, 2010, 11:48:40 am
From the wiki:
Quote
In Dwarf Fortress, any dagger is "large". Large daggers are wielded by Kobold and Goblin thieves only. They do small slashing damage, but have a critical bonus, which means they usually are not anything to worry about, but occasionally get brutally lucky.

In adventure mode, no other race has them or can even start with one. If an adventurer finds one of these weapons, they can train with them. Those who use daggers always do slashing damage with them, there is no stabbing for piercing damage. In this game they are basically small swords, as they can sever limbs as well on a lucky hit.

These weapons use the Knife user skill.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 19, 2010, 03:10:58 pm
b/c kobolds and goblins' entities have
[WEAPON:ITEM_WEAPON_DAGGER_LARGE], the others do not.

Not starting with them does sound like a bug, but it should happen in40d too - none of th't should've changed.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: shadowsofwhite on January 19, 2010, 07:56:18 pm
From the wiki:
Quote
In Dwarf Fortress, any dagger is "large". Large daggers are wielded by Kobold and Goblin thieves only. They do small slashing damage, but have a critical bonus, which means they usually are not anything to worry about, but occasionally get brutally lucky.

In adventure mode, no other race has them or can even start with one. If an adventurer finds one of these weapons, they can train with them. Those who use daggers always do slashing damage with them, there is no stabbing for piercing damage. In this game they are basically small swords, as they can sever limbs as well on a lucky hit.

These weapons use the Knife user skill.

Seems this is true, upon testing older versions... Thank you for the clarification. Still sounds like a bug, though.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 19, 2010, 08:00:30 pm
Please explain wh't you mean by "will not generate".

B/c I've seen many a kobold with dagger at their cave home.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: shadowsofwhite on January 20, 2010, 12:34:14 am
In that when "spawning" a character in adventure mode, as a knife user, you will spawn high in skill, but clothed in little more than a backpack (if you are lucky).

Such is what was ment by "will not generate".
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on January 20, 2010, 12:43:14 am
In that when "spawning" a character in adventure mode, as a knife user, you will spawn high in skill, but clothed in little more than a backpack (if you are lucky).

Such is what was ment by "will not generate".

This does sound like a bug.  If it's not specific to 40d16, consider submitting a bug report (http://www.bay12games.com/forum/index.php?board=6.0) (I already checked the bug list (http://bay12games.com/dwarves/dev_bugs.html) and searched the forum and it doesn't seem to have been reported before).
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 20, 2010, 01:40:22 am
Definitely happens on d16...'nd I might know why.

E'er seen a squad of knife-users? I don't think it's defined properly/at all in the code that makes military folk.  I suspect if you could start an adventurer with title Thief it'd start with knife and sack.

...Actually, this is almost definitely it: when starting a 'knife user' character, the farlook still says recruit for your title.

...99.9% sure on it:
Spoiler: Stringdump excerpt (click to show/hide)
There is no knife-user military position, and Thief must be defined by some other thing. So, when it goes to decide your equipment, it sees "Recruit" and gives no dagger.

Posted to Bug reports...link (http://www.bay12games.com/forum/index.php?topic=48237.0)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ungulateman on January 20, 2010, 07:42:55 pm
OK, now I'm angry.

My laptop is so out of date that nVIDIA (which is the graphics card I'm running) no longer have an option to update my drivers.

So there is no way I can play any of the OpenGL versions of DF without completely upgrading my computer.

Which is what I'm doing fairly soon, but it's goddamn annoying.

Does anyone know where I can download 40d11 from? The wiki says it's stabler than the other versions.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on January 20, 2010, 07:45:53 pm
Does anyone know where I can download 40d11 from? The wiki says it's stabler than the other versions.

Got it by tweaking the 40d16 URL: http://www.bay12games.com/dwarves/df_28_181_40d11_win.zip
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 20, 2010, 07:56:33 pm
The filenames're pretty consistently made.
Windows: http://www.bay12games.com/dwarves/df_28_181_40d11_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d11_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d11_osx.tar.bz2
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Exponent on January 20, 2010, 08:28:11 pm
OK, now I'm angry.

My laptop is so out of date that nVIDIA (which is the graphics card I'm running) no longer have an option to update my drivers.

So there is no way I can play any of the OpenGL versions of DF without completely upgrading my computer.

I've had success with www.laptopvideo2go.com (http://www.laptopvideo2go.com/drivers).  The issue is not that the drivers won't work on your laptop, but that the installation file is designed to not recognize your laptop due to agreements nVidia makes with laptop manufacturers.  It's easily avoided, though, once one knows how the installation files operate.  The site's FAQ (http://forums.laptopvideo2go.com/topic/10561-general-faq-a-must-to-read-before-posting-questions/) might make the details clearer.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: ungulateman on January 21, 2010, 12:29:22 am
Thanks. I'll check it out.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 21, 2010, 07:52:12 am
Also, 40d17 has a pure-2D mode that doesn't depend on opengl at all. It should work fine, and if your laptop is as old as you say it might not even be slower.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: varkarrus on January 21, 2010, 12:00:32 pm
I don't know if anyone mentioned this, but [BLACK_SPACE:YES] doesn't work.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 21, 2010, 03:21:57 pm
..yes it does?

Define "not work". Also, make sure it's spelled right - uppercase YES, etc.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: varkarrus on January 21, 2010, 04:44:54 pm
I started out windowed, then hit F11. It stretched the game, leaving no black space. Even though in init, it says [BLACKSPACE:YES]
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on January 21, 2010, 04:51:15 pm
I started out windowed, then hit F11. It stretched the game, leaving no black space. Even though in init, it says [BLACKSPACE:YES]

[BLACKSPACE:YES] or [BLACK_SPACE:YES]?  Also, if you have graphics turned on, you need [GRAPHICS_BLACK_SPACE:YES].
Title: Re: FotF: Dwarf Fortress 40d16
Post by: varkarrus on January 21, 2010, 06:14:43 pm
Never mind, it works fine on my computer, it must just be an OpenGL problem on the school computers. Thanks anyways.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Tenebrous on January 22, 2010, 12:51:56 am
I tried searching and didn't find this listed anywhere, so...
I encountered a minor bug in the embark screen of 40d16; the 'abort' option while saving a profile (Listed as Shift+Space) doesn't work for me.

For reference, here's a quick overview of my computer:

Thanks for the great work, Baughn & co. And Toady One, of course.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 22, 2010, 05:06:55 am
Input system has been totally rewritten for d17. I expect there will be some tuning required, but that particular problem should be fixed.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: StealthArcher on January 25, 2010, 02:35:53 pm
So is d17 due soon?

Toady said "tomorrow" on yesterday's devlog :3
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Vugor on January 25, 2010, 02:37:49 pm
It seems so, with the main release hopefully no more then a few weeks away.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Totaku on January 25, 2010, 02:43:51 pm
So is d17 due soon?

Toady said "tomorrow" on yesterday's devlog :3

Well.... Baughn did say this on the Future of the Fortress: List or Remaining items....

I wouldn't bet on 40d17 coming out tomorrow; if it does, it'll be incomplete.

There is a fair bit of missing functionality in the input system (well, key rebinding and saving, plus macros), and additionally I haven't been able to do the various tweaks that will no doubt be necessary to handle edge cases such as very slow framerates.

So if Toady ends up releasing it now it'll be rather incomplete... So this means it'll be a few more weeks likely before Baughn can get the complete version ready.

Course as I said before.... the dead line to the new DF release is apporching fast (likely a month to a month and a few weeks away)....so hopfully Baughn can get this done soon enough so that it can be tested and then ready to be placed in the new version.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 04:30:25 am
Baughn: Is the function that masks fg/bg to tile/graphictile in the code that comes with 40d16? If so, could you please point me to it?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 26, 2010, 04:32:35 am
If you're referring to coloring the tiles, there isn't exactly any code to do that. Not so you'd notice.

Look at the drawing code. I first draw a solid-color square with the background color, then draw a translucent tile on top of that. OpenGL takes care of the blending.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 04:35:53 am
that still leaves the masking of fg. Huh.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 04:48:30 am
Well, if you're just calling someone else's function with (tile,color), point me to where that is?
I'm curious how it's done, since all of the visualiser people say it's not something easy.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 26, 2010, 07:21:51 am
You want the gridrectst::render function in enabler_sdl.cpp
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 09:01:37 am
You want the gridrectst::render function in enabler_sdl.cpp
Many thanks...though it doesn't look like what I was hoping for.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 26, 2010, 09:57:35 am
An actually playable (kinda; lots of bugs) 40d17 is in the repository now, which has a more conveniently readable color-blending/rendering function.

Look at gridrectst::render_2d.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 11:29:19 am
That's ... are you caching one copy of each tile per color and then just looking it up?

The function is quite clear else, and...well, I'm struck by how easy (single-level) isometric is to fix up there. (Another time, perhaps-but only line 913 (edit: Or both 891/3) needs changing in that function, if you leave alpha on for the blitting)

(yes, I know, it'd leave the menu a shambles)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: StealthArcher on January 26, 2010, 12:24:51 pm
An actually playable (kinda; lots of bugs) 40d17 is in the repository now, which has a more conveniently readable color-blending/rendering function.

Look at gridrectst::render_2d.


WHEEEEERRRREE!?

I DUN CARE ABOUT THE BUGS!  I WANT TO PLAY SOME KIND OF A NEW VERSION D: D: D:


In other words, link please.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 12:36:20 pm
...DF 40d17 is still a version of DF 0.28.181.40d. Just the I/O getting optimized. Like with DF 40d1-16...
Title: Re: FotF: Dwarf Fortress 40d16
Post by: goffrie on January 26, 2010, 12:36:47 pm
In other words, link please.
"in the repository", i.e. in the git repo in the first post. It'll only work on Linux. (I think.)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 26, 2010, 03:15:29 pm
That's ... are you caching one copy of each tile per color and then just looking it up?
Yes.

It sounds crazy, I know, but it speeds things up a lot and there aren't actually that many combinations in actual use; just a few hundred, tops.

The OpenGL-based modes, of course, just have the GPU blend the colors in in realtime.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 03:43:08 pm
I know, costly computations are better done beforehand for performance... somewhat old book on writing a 3d game uses fixed-point math and LUTs for trig functions since it predated math coprocessors...

Anyway, 128 color combinations (since BG is always dark)...minus the bits with the RAW-defined colors. I can see this running into memory problems with that 88002 tileset...
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 26, 2010, 04:05:04 pm
Look closer.

The tiles aren't precached; they're cached at first use, so only the combinations in actual use will be put in there.

If this still turns out to be a problem in long-running sessions with huge tilesets, I might add some kind of timeout to them. Or just tell those people to get the heck over to opengl mode.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 05:15:25 pm
Hmm, ok.

Still, we already ran into problem with OpenGL mode with the monster-size set, hence its appearance here.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 26, 2010, 05:40:09 pm
Well, there's another little problem you need to keep in mind.

The 2D mode can't zoom. All tilesets are always shown at native resolution, period. :P
Title: Re: FotF: Dwarf Fortress 40d16
Post by: CobaltKobold on January 26, 2010, 06:19:34 pm
True, that. Then again, I know who could probably craft design a display that would not have a problem with that.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 26, 2010, 07:14:47 pm
I can now confirm that adventure mode works great in my current setup, and will work great in 40d17. Which is approaching, I think.

Issues? No issues. :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SirPenguin on January 27, 2010, 12:24:49 am
You the man, duder. Can't wait to try it out, if only for the alt-tab bug fix, which has literally driven me crazy these last few months.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: yarr on January 27, 2010, 02:54:57 am
so i downloaded the d17 .exe from the repository, but apparently it won't run in win7x64 :(
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 27, 2010, 04:12:51 am
It's a linux executable. The .exe ending is just to confuse you.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: cbpye on January 27, 2010, 05:50:46 am
So, what's the likelihood that d17 will be easier to troubleshoot, should the user have any difficulty getting it to start?

I finally managed to get all the 32-bit libraries DF needs (at least, I think I did) and I'm getting some rather cryptic stuff when attempting to run the game (in the spoiler for those that give a damn).

Spoiler (click to show/hide)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on January 27, 2010, 08:17:23 am
Not great. 40d# are basically beta releases, and not really meant to be perfectly user-friendly.

A segfault, even.. not much I can do about that. Distributing binary software on linux is a near-impossible black art, and not one I've ever studied.

However, with the 2D mode, there is a much greater chance that there will be no problems in the first place.

===

Additionally, for those of you apparently champing at the bit, the 40d17 now in the git repository is playable. In adventure mode and dwarf mode both, though adventure mode still has a /slight/ input problem (sometimes loses keys if you press them too fast) that you probably won't notice except I just told you about it, so you will.

It also has a 2D mode, which means it should work for those of you with problems running opengl. Though you probably aren't reading this thread, or aren't on linux. Still, thought I'd mention it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: cbpye on January 31, 2010, 03:50:04 am
After re-installing my nvidia drivers, which resulted in finally getting Diablo II and Master of Orion II to work without issue, I gave df a go again.  The "Run in full screen?" window appeared!  Then the game crashed immediately. :(  I'm so close I can taste it.

Spoiler (click to show/hide)

UPDATE -- after mucking about with init.txt, it appears to be working just fine.  Based on the mention of some GTK-stuff in the error output, I'm guessing it has to do with me setting WINDOWED:YES.

LET THERE BE DWARVES
Title: Re: FotF: Dwarf Fortress 40d16
Post by: shadow_slicer on January 31, 2010, 08:48:51 pm
@cbpye:
That looks like a problem I ran into earlier where the sound thread was crashing the program. Did you compile the graphics library yourself?

I ran into a problem after compiling the graphics lib on my 64 bit system. Apparently the header file for the library (libsndfile?) used to open ogg files gives a different size structure if you compile it on a 32 bit machine than if you compile it with -m32 on a 64 bit machine. This causes the elements in the structure to be shifted by 32 bits, causing DF to think there are a lot of channels in the audio ("Unexpected number of channels: 2097248") instead of a lot of frames or whatever, and eventually causes a segfault. I "fixed" this on my copy by changing the header file for that sound library so that the element in the structure causing the problem would be the same size (uint64_t?). I'm not at that PC at the moment, so I may not have everything exactly right.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on February 01, 2010, 01:34:45 pm
Baughn -- have y'all explored any options for making the PRINT_MODE option more user-friendly or at least visible to people who are getting graphics crashes?  Maybe there could be a startup prompt like the windowed/fullscreen one?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on February 01, 2010, 02:24:13 pm
Funny you should ask. :P

I'm adding a startup prompt to select between 2D and Standard, with the other optimizations as options for the more enthusiastic. Those two should cover 99% of the audience.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Footkerchief on February 01, 2010, 02:36:58 pm
Oh awesome, that should help a lot.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SirPenguin on February 01, 2010, 03:21:58 pm
Baughn, do you think we'll be getting d17 fairly soon?
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on February 01, 2010, 05:28:02 pm
I'll finish my part of the job early tomorrow; after that, it's up to Toady, but I think he's mostly done on his side as well.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on February 02, 2010, 02:13:47 pm
Right, all done. Over to Toady.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: HideousBeing on February 02, 2010, 05:26:49 pm
It also has a 2D mode, which means it should work for those of you with problems running opengl. Though you probably aren't reading this thread, or aren't on linux. Still, thought I'd mention it.

Thought I might as well mention... I am reading this thread... and on linux...  ;D THANKS!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: dnabios on February 02, 2010, 09:30:34 pm
Right, all done. Over to Toady.

Thanks Baughn, appreciate your hard work!
Title: Re: FotF: Dwarf Fortress 40d16
Post by: SirPenguin on February 02, 2010, 10:20:41 pm
Right, all done. Over to Toady.

Thanks Baughn, appreciate your hard work!

Ditto. Glad to see Toady was willing to work with someone on this, which makes you something of a special case
Title: Re: FotF: Dwarf Fortress 40d16
Post by: yarr on February 03, 2010, 02:34:31 am
yep, you're quite the celebrity :D
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Lord Snow on February 03, 2010, 06:45:56 am
i cant get this to accept some non-standard tilesets.

Works perfectly fine using the three curses, but will not accept herrbdog 16x16 original and modified and bisasam 16x16 found in the tileset repository (http://dwarffortresswiki.net/index.php/Tileset_repository).
(http://img43.imageshack.us/img43/9711/dfblah.png)
Tried tricking it by renaming the sets to no avail. Renamed others work, of course.

Herrbdogs 12x12 (144) is working; i dont have more custom sets to test with.

I was hoping to find help here, but the first few pages discuss the tileset features rather than looking for a way to fix them. Guess i'm a bit isolated with this problem  ???


bleh, problem related to corrupt png files.
Game's running just fine :)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: LordHelmchen on February 03, 2010, 01:07:49 pm
I'm missing a shared library: libboost_regex.so.1.41.0
After checking some ldd output, it showed to be a dependency of df_linux/libs/libgraphics.so
As libgraphics.so is part of the df_linux distribution, and boost not among the dependencies asked for in the readme, I humbly ask for it to be included.

alternatively, I'd have to file a bug and ask for it in one of gentoo's emul-linux-x86-* ebuilds, though that would take longer and I'd have to find out which one it belongs into :-)
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on February 03, 2010, 02:13:43 pm
It will be part of the 40d17 tarball, which should be out in a day or two.

Meanwhile, the fact that you see that as a dependency means that you're using 40d16-head, which is currently out of sync with the released 40d16 and so shouldn't be used.

Alternately, you're using the git repository. In which case, have fun with 40d17 once you get it to compile, but you could also just wait until the official release.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: LordHelmchen on February 03, 2010, 02:30:17 pm
Meanwhile, the fact that you see that as a dependency means that you're using 40d16-head, which is currently out of sync with the released 40d16 and so shouldn't be used.
right, I was. Thanks a lot, overwriting the head-libs with the original d16 ones solved it.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: MrWiggles on February 09, 2010, 11:37:30 pm
What does the OP mean by running the DF Script for the linux and mac port, in this mac in particular.
Title: Re: FotF: Dwarf Fortress 40d16
Post by: Baughn on February 10, 2010, 07:51:01 am
This thread is closed, go here: http://www.bay12games.com/forum/index.php?topic=44829