New features in 40d14 (vs. 40d)HOLY CRAP :o THIS IS AWESOME
- 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.
I have fixed the quote to reflect the proper things to worry about.New features in 40d14 (vs. 40d)HOLY CRAP :o THIS IS AWESOME
- 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.
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.No, it has to be some timer issues. I thought I'd solved those, I really did.. I wonder what's wrong now.
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.
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?
Qjet, by any chance, have you altered the thread/process priority settings of DF?DF at normal priority. However my computer is not quick. Laptop with heating issues.
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.
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.
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.
*** 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 $*
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?
Worldgen and site finding both look frozen when woking, but periodically update/display when finished. It just looks like the game quit on you.
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.Yes, I can see how that would happen.
EDIT: Running the game in windowed mode seemed to reduce the lag, but it's still annoying.
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.You're making me choose between DF and dawn of war
Let's just call it a geek bonus. :P
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.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.
...
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.
Also, if they are not already in your plans there are three features that I would very much love to see.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]
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.)
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+NoneI will look into this.
Two minor issues: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.
- 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.I think you will have to be more specific about what you think is wrong. I somewhat baffled as to your meaning.
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.
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.
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.
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. :)
I like the new zoom feature, it's fancy shmancy in the pantsy.Don't zoom, or if you already have, press F12 to reset the zoom to 1:1.
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! :)
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.QuoteTwo, 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.
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).
Thanx, Ill give it a try. Just need to backup everything first.
Just got the full Ubuntu for the heck of it, will try DF out on it. It seems nice
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
It says, right in the first post, to run the "df" file.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: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?
For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.
It says, right in the first post, to run the "df" file.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?
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.
Sorry... I was attempting to cross the streams. Should have known bad things would happen.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.
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
Speaking of macro's calling other macros...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.
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.
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.I think I get what your after, I will look into it.
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 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.
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. :PI'm starting to like you.
As you'll find out if you hang around me long enough, I'm a big Haskell fan.
I have experienced the same thing, but thought it was because I ran DF on OsX.
...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...
./dwarfort.exe: symbol lookup error: ./libs/libgraphics.so: undefined symbol: __stack_chk_fail_local
???
I have experienced the same thing, but thought it was because I ran DF on OsX.
...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...
@Spiral: Were you still able to toggle Full screen mode? For me, the entire program "froze", although goblins and flies still moved.
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.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.
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.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...
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.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.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...
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
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.
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.
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.
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'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.
Are there any translucent tilesets? Even screenshot will do, i want to see it.
It's probably your modding. Did you generate a new world after implementing your mods? Is furniture hauling turned on in Orders?
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 ^_^
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.That's a no.
Would be nice if for future versions, through some arcane threading mechanism, some configurable limit would be built-in.
Fix your computer instead.
it's just unusual nowadays to have ~100% CPU load for just one process, even a game
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)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.
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.
.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?
.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?
I checked the init and the screen refresh configs aren't there.That's why it's a bug, Toonman.
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 dare say it wouldn't have happened on Linux, either. 8)
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.
50 bucks says it was a page fault from DF eating all the memory.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.That's not what "page fault" means, nor would anything relating to an out-of-memory condition cause corruption in itself.
<snip>
Still, awesome work! And... how do one use the macro command?
>> Reply #186
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.
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.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.
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.
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.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.
Unfortunately, the delete key does not delete the typed characters. Everything else seems to work there.
It can be fixed by adding the correct code in the input menu.
[BIND:String_A000]
[KEY:Backspace]
[KEY:Delete]
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.Gained focus
Gained focus
Gained focus
Gained focus
./df: line 12: 19396 Segmentation fault ./dwarfort.exe $*
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.
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.
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.
-If that is not possible, could you please add a key that resets the view back to full (80 tiles horizontally)?
I like the new zoom feature, it's fancy shmancy in the pantsy.Don't zoom, or if you already have, press F12 to reset the zoom to 1:1.
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! :)
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.
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.
Hopefully someone's calculating an aspect ratio on tile load and conforming to that during resize... ;)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.
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...
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?
- 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.- 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)
haskell eh?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.
..64x64? Are you insane, man? :o
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
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 10.4OS 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.
EDIT: Also, this bug does not appear in vanilla Dwarf Fortress.
[BIND:STRING_A000]
[KEY:Backspace]
[KEY:Delete]
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.Glad I could contribute in a small way. :)
I got your version off to toady well before the DF compile was completed, so it'll probably be the default in d15.
Caz: You're *supposed* to reset the zoom using F11/F12.. um, one of them. I don't entirely recall which is the default.
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)
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?I just increased my normal 16x16px tileset four times.
Taritus: I noticed. I've updated it, so if you re-download, it will now.
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
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
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
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.
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
:(:(:(:(:(
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
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 issueOpenGL only supports linear blending.
help :(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.
dwarf fortress seems like fun...
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
df_28_181_40d16_win.zipZooming factor working properly, yay! Thank you, kind sir!
This should fix up the zoom factor not working and get the pink out of fullscreen.
I was planning to implement SVG tilesets, which should about do thatOH
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.No.. no, I can't. It's too woven in.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?
* quitting DF kills my X
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.Are there plans to add conditionals and loops to the macro function. Will this need to wait till the next release/Toady's approval?
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.
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?
- 800x600 tileset looking squashed. Fixed by having toady double its height. 1:1 aspect ratio is the only one supported now, and probably always.
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.
it is WINDOWED:PROMPT (it does ask me whether i want to launch it fillscreen or not)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)
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.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 :)
Just starting to play with 40d16. I am getting this error on load:It seems to work fine after clicking ok, though I've only just embarked. I'll update if something goes screwy.Spoiler (click to show/hide)
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.
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?
Does "translucent tilesets" mean that you can see things that are under miasma/smoke/steam? Or does that entail more than changing tilesets?
zooming is working great, everything runs fast, and my autohotkey scripts that broke in d14 are working again in d16.
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.
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.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.
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: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.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.
Using 40d16, it doesn't let me use ESC on death in adventure mode.
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 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 $0.02Because 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 $0.02Because 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?
./dwarfort.exe: error while loading shared libraries: libSDL_image-1.2.so.0: cannot open shared object file: No such file or directory
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.
Image export not possible because of zoom/window settings
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.
bool bl;//NO IDEA WHY IT CAN'T JUST TAKE vect
Thanks that worked :).
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
You do know that you already ARE using a tileset?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.
All you have to do is change it.
Dont know if already mentioned... and dont know if its still true.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.
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?
If I may ask, what settings are you using for print mode? Standard/partial or one of the other options?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.
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.Ahhh... In that case, it does work.. Even though I don't get any speed increase out of it.
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.
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.
EDIT: Found a fix... very strange, it works if I just run using this command:Now that's strange. It should make absolutely no difference.
./df ./libs
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
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.
40d16 is playable and awesome.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.
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!
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?
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
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
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.
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).
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.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.
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?
ok i got xchat, how do i connect to those networks? xD
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 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.
Mesa 7.4 implementation error: Unable to delete texture, no context
Please report at bugzilla.freedesktop.org
Mesa 7.4 implementation error: Unable to delete texture, no contextThis sure looks like it's a driver problem to me. I'd suggest doing what it says.
Please report at bugzilla.freedesktop.org
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.
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?
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
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
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 deathwhile 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.
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?
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)
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)
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.
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.
- Mouse not registering correct position for designations under some circumstances. Code rewritten from scratch.
Sure. Install Firefox. :DOr 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.Sure. Install Firefox. :DOr 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.
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.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.Sure. Install Firefox. :DOr 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.
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.
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?
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?
*********************************WARN_ONCE*********************************
File r300_state.c function r500SetupRSUnit line 1907
Don't know how to satisfy InputsRead=0x00000008
***************************************************************************
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!Make sure you start the correct save, that happened to me, too.
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
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.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!Make sure you start the correct save, that happened to me, too.
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
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.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!Make sure you start the correct save, that happened to me, too.
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
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 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.
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.
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.
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'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)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.QuoteNah, 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.
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.
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.
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.
Why not just have a "load" option that scans some directory for more interface files?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?
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.
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.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.
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)
EDIT: Found a fix... very strange, it works if I just run using this command:Now that's strange. It should make absolutely no difference.
./df ./libs
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.
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.
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.
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.
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. ;)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 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.
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.)
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.
*********************************WARN_ONCE*********************************
File r300_state.c function r500SetupRSUnit line 1907
Don't know how to satisfy InputsRead=0x00000008
***************************************************************************
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?These builds are not "official" and are considered alpha builds... not to be used by the majority of people.
Or is it some kind of internal joke that I was too late to get?
By all of us? Hey, this is the right and only joke. ;-)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.
The majority is not everyone. ;)By all of us? Hey, this is the right and only joke. ;-)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.
The majority is not everyone. ;)By all of us? Hey, this is the right and only joke. ;-)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.
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.
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.
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.
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.
Is there any way i can access saves from my other version of dwarf fortress?
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.
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.
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?
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?
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.
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
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 resultsIn 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...)
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
or "Intel" or "VIA"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."
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.
Also, about the screen ratio thing...I pasted my init file into d16
I'm not actually at that computer now.
I gave instructions above for determining what video card you have. It should take about 30 seconds.
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.
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.
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.
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.
Vince:Newest NVidia, 186.18
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?GeForce 8800M GTS
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...)
steff: That's a DF bug. Report it on the bug forum, to Toady; preferably so he can replicate it.
Newest NVidia, 186.18Isn't NVidia up to around 191.xx for that card?
Newest NVidia, 186.18Isn't NVidia up to around 191.xx for that card?
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.
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.
I'm using Ubuntu 9.04 and 40d16, I do not get the error mentioned by the above two posters.That. (It's slow to bring up the build pick menu, thanks to tens of thousands of mats, but it doesn't autopick any.)
All the timings are as default.
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.
Right, quick explanation.Good stuff. I've been really scratching my head with these options.
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
Working worse on my machine I'm afraid -Did you copy over your old init.txt? That causes problems.
Working worse on my machine I'm afraid -Did you copy over your old init.txt? That causes problems.
I have. No particular problems that I can see, unlike with Vista. :DA little unrelated, but..
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?
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.
One minor issue I've run into with the zoom function (not sure if this has been mentioned yet)...Quoting this old post of mine because the issue hasn't been mentioned by anyone else...
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.
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?
valgrind --smc-check=all --track-origins=yes ./dwarfort.exe $* # Go, go, go! :)
I turned off valgrind:./dwarfort.exe $* # Go, go, go! :)
and now it seems better
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.
$ 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
$ sudo aptitude search zlib1g
i zlib1g - compression library - runtime
p zlib1g-dbg - compression library - development
i zlib1g-dev - compression library - development
# 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}
# 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}
Doesn't seem to happen here. Do you have black-space on?One minor issue I've run into with the zoom function (not sure if this has been mentioned yet)...Quoting this old post of mine because the issue hasn't been mentioned by anyone else...
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.
Is there any way to disable the last zoom-in stop?
KNOWN PROBLEM
KNOWN PROBLEM ...uh, Baughn, the link to the known issues page is not working.Which link, exactly?
Bug-trackerI think it was github being temporarily with issues, it works now.
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.
This should absolutely not be happening, thus.And yet...
FATAL ERROR
"Main Index File Missing/Corrupted. The file "index" must be in the "data" folder. Make sure DF uncompressed into its folders properly."
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.
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.
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). 40d16you copied the inits didn't you.
- 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.
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).That's why we need a DF Package Management server. ;)
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.
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?
If that's caused by the horrible new input code, then it will be fixed in d17. Let's wait and see.
"df: line 12: ./dwarfort.exe: No such file or directory"
And this happens when I do "./df" or "sh df".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.
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.
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.
[PATH_COST:1:2:5:25]
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?
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'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.
I could increase the timeout, if you like.
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.
# ./dwarfort.exe $* # Go, go, go! :) nice --adjustment=8 taskset 02 ./dwarfort.exe $* # Go, go, go, just don't grab all the CPU! ;) |
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 likeTHANKS! I was wondering how to do that in Linux!
# ./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.
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? ???
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.
Can we get a glimpse of said interface changes?
Unless I missed it somewhere. >_>
Right. It disappears after (a) some seconds have passed, and (b) you press a key. This way, it doesn't get in the way.The reset-to-middle is...very odd...and annoying/counterproductive. Something that DOESN'T screw with mouse position please?
I could increase the timeout, if you like.
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);
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).
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.
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.
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#.
"good"
Two known causes of exceptionally bad performance are a) pet-locked doors and b) having a very high item count on your map.
Yes, cutting down on gratuitous production couldn't hurt. Beyond that, well, 10,000 will still perform better than 20,000.
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.
- New sound system (openal); means more reliable sound on linux.
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.
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.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...)
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.Not that I used it, but sounds good.
- 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).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?
Overall, this may be the last d-series release.:'(The end of an era!
There are probably minor glitches left, but there should be nobody left unable to play it.Which is good.
- 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.
Before i forget, i DID unpack 16-head on top of the new version.
One minor feature request:You know you can just drag the corner of the window to resize it, right?
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.
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.
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.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 said, which extension language ends up being used is very much up to Toady; I don't really have any say in it.
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.
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.
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.
seconded.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...
..no. Just no. You people aren't at all sane.;D
..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.
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. :PIt's more an issue of magic values (or value-ranges in this case) being bloody ugly.
Yes.
you should put up an SVN or sth
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)
Failing that, having a way to reset to 1:1 would be lovely.IIRC, you can do that with the F12 button.
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.
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.
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.
...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.
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 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.
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?
...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.
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.
Well, yes, that's what I meant; a mathematical rather than a programming no-op."identity operation"
All right, good to know, thanks.
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. 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
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.
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.
switching windows to classic mode.
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?
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.
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.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!
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.
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.
From the wiki:QuoteIn 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.
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".
Does anyone know where I can download 40d11 from? The wiki says it's stabler than the other versions.
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 started out windowed, then hit F11. It stretched the game, leaving no black space. Even though in init, it says [BLACKSPACE:YES]
So is d17 due soon?
Toady said "tomorrow" on yesterday's devlog :3
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.
You want the gridrectst::render function in enabler_sdl.cppMany thanks...though it doesn't look like what I was hoping for.
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.
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.)
That's ... are you caching one copy of each tile per color and then just looking it up?Yes.
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.
Right, all done. Over to Toady.
Right, all done. Over to Toady.
Thanks Baughn, appreciate your hard work!
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.