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Dwarf Fortress => DF General Discussion => Topic started by: Toady One on May 16, 2010, 06:03:19 pm

Title: The DF 0.31.04 Work-In-Progress Thread
Post by: Toady One on May 16, 2010, 06:03:19 pm
Since so much was rewritten getting the screens to work, I'm not comfortable just replacing the main download links here without some sort of testing.  Here are the links:

Windows (http://www.bay12games.com/dwarves/df_31_04_win.zip) (small - no music (http://www.bay12games.com/dwarves/df_31_04_win_s.zip), legacy - just the screen rewrite but not in SDL / no perks (http://www.bay12games.com/dwarves/df_31_04_legacy.zip))
Linux (http://www.bay12games.com/dwarves/df_31_04_linux.tar.bz2)
Mac (http://www.bay12games.com/dwarves/df_31_04_osx.tar.bz2)

You can post issues on the bug tracker (http://bay12games.com/dwarves/mantisbt) and let me know about glaring ones in here, but no 0.31.03 issues in this thread please!  I need to get the merge working, then I'll be back to military/training/combat/etc./etc./etc. bugs.

Some minor known issues to start:

(*) The detailed (non-tile) map export from legends mode is out for Linux and Mac until I get it working
(*) Unclear sound situation for Linux (I don't get any)
(*) Junk flashes on screen during last frame of opening movie
(*) Offloading units slow?
(*) There was a world gen compression error crash that went away and hasn't returned, but I'm not completely sure I got it fixed.
(*) Some of the "Ending game..." or "Saving..." style indicators don't reliably show up

--

Here are the 0.31.04 release notes:

The main thing here is the new OpenGL code by Svein Ove Aas (Baughn).  Especially if you weren't running at maximum framerates even on the title screen, you should notice a great improvement.  There are some modes worth messing around with in data/init/init.txt -- try "2D" if the game does not work as well as it used to (or stick with the legacy version if truly necessary).

You can get at macros with:
   Ctrl+r = record
   Ctrl+p = play
   Ctrl+s = save
   Ctrl+l = load
There is a directory data/init/macros for them.

You can use PNGs for (translucent) tilesets, you can resize the window using the border, you can zoom using the mouse wheel (reset with F10, you can rebind this to keys if you like) and multiple keys can be bound to one command.

A lot of changes were necessary to get this running, so there are likely to be a variety of bugs.  The legacy version has also been reorganized to make releases easier, so there could be new bugs even there.

Aside from that, we have some general fixes:

Crash fixes
   (*) stopped site finder from eating up a ton of memory (crashing the game on large maps)

Major bug fixes
   (*) changed day/night temperature calculations (fixes fish availability and melting in the rain)
   (*) stopped suture and dressing jobs from being repeated over and over on healed wounds

Minor changes
   (*) made all vermin and smallish outdoor corpse items disappear over time (can be hit after a month for vermin, season for corpse chunks)
   (*) changed ranges for adv mode temperature text
   (*) made temperature of squares adjacent to lava slightly lower
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ToonyMan on May 16, 2010, 06:05:56 pm
YAH
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Diablous on May 16, 2010, 06:07:58 pm
Woohoo!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 16, 2010, 06:12:33 pm
Yay!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: bongotastic on May 16, 2010, 06:13:10 pm
May the fireflies rot in peace from now on.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Nikov on May 16, 2010, 06:14:51 pm
I'll use this space to post any noticable improvements I see.

Massive FPS increase on Win 7. Loaded a save that was crawling and is now faster than I prefer, actually!

Verified medical proceedures are no longer bugged; a dwarf who's small knife puncture wound had scarred over was released from the hospital following a few weeks convalesence.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Haspen on May 16, 2010, 06:17:17 pm
It's the merge version?

YES IT'S OPENGL! YAAAAAY~!!!

*Haspen dies of heart attack*
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Nolor on May 16, 2010, 06:19:08 pm
Oh wow. I forgot how much of a boost the proper OpenGL version gives me. 350 FPS on embark, woo.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Duke Drake on May 16, 2010, 06:30:42 pm
Oh wow. I forgot how much of a boost the proper OpenGL version gives me. 350 FPS on embark, woo.

Quote
This is an enormous second of carved time. It is studded with multicolored frames and menaces with spikes of green rendering rate. All workmanship is of the highest quality.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 16, 2010, 06:31:29 pm
Thank you Toady One!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Orkel on May 16, 2010, 06:32:55 pm
Holy shit awesome.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jocan2003 on May 16, 2010, 06:36:07 pm
Great one Toady One!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 16, 2010, 06:36:18 pm
The first thing I noticed was the movement of the FPS bar, it went from a out of the way place (top left) to a easily seen place (next to title). I don't really like it because I rarely look at the FPS, but I don't want to exit and save to turn on the FPS, maybe add an init option?

I also noticed it had a second number in parentheses. What do they mean?

I noticed a bug, site finder search never searches unless you press a key, and you have to keep pressing to get it searching.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: smjjames on May 16, 2010, 06:40:08 pm
How come the init is now split into two sections, init and d_init?

Oh yea, the esc key doesn't work for the embark screen (both site selection and embark prep), is this intentional or not? Its a personal pet peeve of mine here. It worked in 40D, but doesn't now.

Edit: I know you said don't post .03 bugs, but its in here as well, so.... yea.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dwarf on May 16, 2010, 06:43:27 pm
FUCKING MAC VERSION YEEEEAH
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: nagual678 on May 16, 2010, 06:45:59 pm
On the Mac version:

Resizing the window during world gen makes it go completely black and stay like that.

The intro movie is too fast. no fps cap?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: lumikant on May 16, 2010, 06:46:28 pm
I have sound in linux. Thanks for the new version!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Vattic on May 16, 2010, 06:47:00 pm
Nice! :D thank you Toady.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Jiri Petru on May 16, 2010, 06:47:39 pm
First of all, thank you Toady. This is a huge accomplishment and you must be pretty exhausted. You deserve a rest.
Also, thank you Baughn. You're amazing!

And now to questions:
(http://sklad.obrazku.cz/obr394058_DFgraphics.png)
I'm getting this even in 2D mode, but as soon as I turn off graphics, it's allright. Is something wrong with my graphics pack?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kalrirr on May 16, 2010, 06:49:00 pm
Great work Toady!! Thanks alot!!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: zxcvmnb on May 16, 2010, 06:49:30 pm
.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: smjjames on May 16, 2010, 06:50:01 pm
Oh yea, the esc key doesn't work for the embark screen (both site selection and embark prep), is this intentional or not? Its a personal pet peeve of mine here. It worked in 40D, but doesn't now.

Anybody else getting this? Its something I'd really like to get fixed as its very annoying for me.

Anyways, thanks for the new version Toady! :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: eidahl on May 16, 2010, 06:50:14 pm
YAR!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jfs on May 16, 2010, 06:52:52 pm
I also noticed it had a second number in parentheses. What do they mean?
I believe that the first number is the simulation speed i.e. game framerate, the second (in parentheses) is the screen update speed i.e. graphics framerate.

The fact that I'm seeing 100 (18) fps with my graphics framerate capped at 50 must mean that the multithreading code has also gone in? Yay!
Previously, if graphics framerate couldn't keep up with simulation framerate it would cap the simulation too!


Toady, a suggestion: I think you can safely enable the "Large Address Aware" option in the linker options for the build, I tried enabling it on 0.31.03 (using editbin.exe) and it seems to work fine there. It'll allow people on 64 bit Windows to have the game allocate up to 4 GB of memory instead of limiting it to 2 GB, while people on 32 bit Windows will be unaffected. The only requirement is that no code makes assumptions about the most significant bit of pointer values.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mattyb3 on May 16, 2010, 06:53:56 pm
Great work! i got over 650 fps on the title screen! (this being on a crappy integrated graphics card)  :o

Now those of us who like our tile sets just have to wait for good old mayday and the others to update theirs to .png and what have you.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Toady One on May 16, 2010, 06:57:50 pm
The first thing I noticed was the movement of the FPS bar, it went from a out of the way place (top left) to a easily seen place (next to title). I don't really like it because I rarely look at the FPS, but I don't want to exit and save to turn on the FPS, maybe add an init option?

Sure, that can be arranged.

Quote
I also noticed it had a second number in parentheses. What do they mean?

I believe the first one is the number of game logic steps taken per second, and the second one is the number of renders that occur.

Quote
I noticed a bug, site finder search never searches unless you press a key, and you have to keep pressing to get it searching.

This is exactly the kind of thing that will come up due to the screen rewrites, and it could happen for any action on any screen.  Please keep them coming in!

How come the init is now split into two sections, init and d_init?

d_init is the stuff that relates to dwarves and adventure mode that doesn't depend on the SDL stuff.  The init file is different depending on which download you get (legacy or not).  It was easier to handle it that way.

Quote
Oh yea, the esc key doesn't work for the embark screen (both site selection and embark prep), is this intentional or not? Its a personal pet peeve of mine here. It worked in 40D, but doesn't now.

Edit: I know you said don't post .03 bugs, but its in here as well, so.... yea.

It's not intentional.  Just another bug.  I'd like to focus on the merge stuff here though to avoid thread derailment.

On the Mac version:

Resizing the window during world gen makes it go completely black and stay like that.

The intro movie is too fast. no fps cap?

Huh, okay, strange.  I imagine it's supposed to be triggering a forced redraw at that point.  I'll have to take a look at it.

My movie was going the correct speed on Mac, but it could be that my poor Mini is just doing what it can or something.

(texture catalog image)
I'm getting this even in 2D mode, but as soon as I turn off graphics, it's allright. Is something wrong with my graphics pack?

This is one of those things where I'm going to be of little use until Baughn is available.  Did these work in previous 40d# releases?  I don't know if there's an upper size limit (if you are using large tiles).  If it's not that, then I'm not sure why it can accommodate the default tileset but not your similarly sized one.

Toady, a suggestion: I think you can safely enable the "Large Address Aware" option in the linker options for the build, I tried enabling it on 0.31.03 (using editbin.exe) and it seems to work fine there. It'll allow people on 64 bit Windows to have the game allocate up to 4 GB of memory instead of limiting it to 2 GB, while people on 32 bit Windows will be unaffected. The only requirement is that no code makes assumptions about the most significant bit of pointer values.

I doubt I'm doing anything weird with bits and pointer values.  I can try it out assuming I can find that option in MSVC.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on May 16, 2010, 06:58:33 pm
Thank you.

Bug report incoming after i play with this for a bit :O


Note: I do not think the old tile set from mayday can work on this version.

Embarking: I embarked on a new map and have 6 dwarfs.. i thought we started with 7?

Init file: fullscreen is set to 0x0 atm so i doubt its possible to do fullscreen at the moment?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tayron on May 16, 2010, 07:01:45 pm
I get the GL Error too every time I try turning on graphics.  Initially I thought it was just because it didn't like the mayday graphic file for some strange reason, so I restored the init to the default, and simply turned on the graphics, using the default "curses_square_16x16.png", but to no avail, I still get the error.

I thought maybe it was because the default ini has the windowedX and Y size set to 0...so I changed it to 1280x600, but no luck there, either.

Of course, the moment I turn off graphics, it works just peachy.

I'm running windows 7, and using a GeForce 8800GT, completely updated drivers.  All of the settings I tried using, graphics, etc, worked perfectly under 40d#, and the previous 0.31 versions worked fine too.

With graphics off though, on a fresh embark, I get about 400-425 FPS.
Mind you, I think this is great all the same, and eagerly await for this lil kink to get worked out too.  Thanks! :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: smjjames on May 16, 2010, 07:02:43 pm

Quote
Oh yea, the esc key doesn't work for the embark screen (both site selection and embark prep), is this intentional or not? Its a personal pet peeve of mine here. It worked in 40D, but doesn't now.

Edit: I know you said don't post .03 bugs, but its in here as well, so.... yea.

It's not intentional.  Just another bug.  I'd like to focus on the merge stuff here though to avoid thread derailment.

I know I can get around it with force quitting it using task manager, but given my OCD with finding a good set of embark dwarves, its annoying as heck.

Anyways, yea I get what you're saying, lets focus on merge related stuff here.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mistinshadows on May 16, 2010, 07:06:53 pm
For some reason, with this version, no matter how I set the init file for an 800x600 window?  The game will only visually fill half my window.  It's squished in the top half, with all black on the bottom half...

It does it for full screen too.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Gorfob on May 16, 2010, 07:07:48 pm
Now to add SVG support and DF would own forever more. Imagine perfectly zoom able graphics!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: zxcvmnb on May 16, 2010, 07:09:00 pm
I can't get zooming working on Ubuntu. I've tried changing the key bindings.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DalGren on May 16, 2010, 07:10:25 pm
Wonderful. Tested Linux version, works out of the box and is infinitely faster than WINE at worldgen! Most actions feel a bit faster actually, perhaps from not having to run the entire WINE layer in-between...FPS are much better as well.
Also from not having to use WINE, keyboard handling with non-US keyboards is better.
This is definitely a good thing!
Didn't notice any significant new bug yet.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 16, 2010, 07:10:56 pm
I get the "GPU unable to accomodate texture catalog" crash with a vanilla install. Only changes I made were to the init file:

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:1600]
[GRAPHICS_FULLSCREENY:900]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

and

[G_FPS_CAP:10]

The 40d# series worked for me on this machine, with and without tilesets.

Windows Vista Home Premium 64-bit
4 gigs RAM, Intel Core 2 Duo cpu @ 2.26 GHz
graphics: mobile intel 45 express chipset series processor to dram controller 2a40

I'll be trying to update my drivers to see if that works.

The install works perfectly if I turn off graphics, although buffer frames do not appear to be fully cleaned during load of - e.g. - the arena.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 16, 2010, 07:14:02 pm
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:1600]
[GRAPHICS_FULLSCREENY:900]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]
You cannot use the same init screen settings for 04, they were redone, so you have to update it for 04, remember that 04 now counts the size in tiles.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 16, 2010, 07:19:01 pm
As opposed to pixels?

Ok, I'm trying this now:

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:80]
[GRAPHICS_WINDOWEDY:40]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:100]
[GRAPHICS_FULLSCREENY:56]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

And.... got the crash in window and fullscreen modes.

I also tried changing all the image references from png to bmp but still crashed.

Also, I saw this in the init file:

"If set below 256x256 it specifies the grid size instead, with a minimum of 80x25."

So I think it supports both tile resolution and pixel resolution.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tayron on May 16, 2010, 07:19:57 pm
Well for mine all I changed in mine was simply [GRAPHICS:YES]

Even when I left the windowedX and Y alone, I still get the error.  (Kinda figured they were at 0 for a reason, so initially, I didn't touch them.)

Oh, and I turned sound off too...but there's no reason that should cause a GPU error.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: peterix on May 16, 2010, 07:22:05 pm
Seems to run just fine here. I had to copy over some SDL stuff from the last linux release, because I'm running on 64bit, but all in all, seems great.


I'll see what can be done on the hacking side of things ;)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sysice on May 16, 2010, 07:24:36 pm
SQUEEEEEEEEEEEEEEEEEEE

So beautiful.  :'(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Orkel on May 16, 2010, 07:25:03 pm
My screen turns black when resizing, not always but quite often, requiring a game restart.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on May 16, 2010, 07:27:47 pm
When i adjust the window size manually by dragging the screen to a bigger size, it just gives me a black screen.

Also due to the changes I am unable to load past game files (from version 0.31.03). This may have to do with using Mayday's tile set for the past version and not being able to use it for this version.


Computer Specs for future reference:

Intel Pent Dual CPU E220 @ 2.40 GHz
3.00 GB Ram
System Type: 32 bit OS Vista


I guess for the time being ill play using a really small screen on a new map :P
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: eidahl on May 16, 2010, 07:28:20 pm
Nooooo... stupid AMD cpu, .04 didn't improve the FPS at all (26 fps with 40 dwarves). Zooming is nice, though.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The Chemist on May 16, 2010, 07:31:19 pm
I'm confronting problems running it, using the mac version in the past, double clicking df would boot up the terminal and then run dwarf fortress, now it tries to go to subetha edit and if i try to forcibly run it in the terminal it gives me
Quote
Last login: Sun Dec 31 18:09:00 on console
-bash: .bash_profile: command not found
[haugen@pbPeterHaugen-4 ~]$ /Users/haugen/Desktop/dwarf\ fortress/df_osx/df
-bash: /Users/haugen/Desktop/dwarf fortress/df_osx/df: Permission denied
[haugen@pbPeterHaugen-4 ~]$
instead of
Quote
Last login: Sun Dec 31 18:09:00 on console
-bash: .bash_profile: command not found
/Users/haugen/Desktop/dwarf\ fortress/40d/df_osx\ copy\ 2/df ; exit;
[haugen@pbPeterHaugen-4 ~]$ /Users/haugen/Desktop/dwarf\ fortress/40d/df_osx\ copy\ 2/df ; exit;
Using OpenGL output path with client-side arrays

Someone please help, I'm not able to think straight due to minor distress.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MrWiggles on May 16, 2010, 07:40:48 pm
Toady:

The initial movie plays fast for myself as well on a Mac.

There should be spoiler directions on the OP that explains opening the unix excitable (The not dwarf.exe file) in the Terminal and you need have the terminal open in order to play. And maybe a suggestion to set terminal as the default application to open the DF file.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: daemoria on May 16, 2010, 07:43:16 pm
I noticed the graphics mode that I am set to use determines if i get a blackscreen while manually resizing. I simply changed the display mode, and I'm fine.

Windows 7-64bit 3.10ghz with 4 gigs of RAM.
I get a steady 100/99(50/49) across all display modes. Great job.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Skooma on May 16, 2010, 07:43:41 pm
SWEET. I haven't played a proper game in this version yet because I was so used to the new awesome renderer and couldn't abide the slowness.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Diablous on May 16, 2010, 07:44:21 pm
So far, so good. Site finder is horribly slow though.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Djohaal on May 16, 2010, 07:45:16 pm
I'm getting the same error as other people when doing graphics:on.

I wonder if medical dwarves are fixed enough so now we can really do our dwarven medical schools (aka. impale-a-peasant)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: neverknown on May 16, 2010, 07:46:24 pm
I also get the "GPU unable to accomodate texture catalog" crash when --> [GRAPHICS:YES] in all Modes..

2DASYNC made a little difference which is really wierd:
right before the crash when it says "Importing world..."
the "I" from "Importing" was always missing except when the mode is changed to 2DASYNC..

probably a sideeffect of the bug? I think its not.. but yeah, I dont know shit :D

I have Windows 7 64bit
4 GB DDR3 & GTX260
latest drivers of course
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: addictgamer on May 16, 2010, 07:48:45 pm
I didn't get a chance to try it in windows yet, but it works great on linux -.-
I've been playing for about 5 minutes, and no bugs yet.


Thanks!


EDIT: 40,000 fps on title screen o_O
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Phoebus on May 16, 2010, 07:49:01 pm
Is someone getting the "GPU unable to accomodate texture catalog" on another system than Windows 7?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Djohaal on May 16, 2010, 07:49:40 pm
Is someone getting the "GPU unable to accomodate texture catalog" on another system than Windows 7?

I got it on XP SP2
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Matuin on May 16, 2010, 07:51:48 pm
I love you. So much.

Everything is working fine for me. World Gen went AMAZINGLY faster than in 30.03, offloading units did the same (I used to be able to make dinner while it did these..). Not experiencing any crashes or bugs that weren't in .03, so that's good too.

I'll report if I find anything, but thus far everything is doing just fine. Thank you very much!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mistinshadows on May 16, 2010, 07:53:41 pm
I am getting the "GPU unable to accomodate graphics blah blah" bug as well, on Windows Vista 64-bit.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tayron on May 16, 2010, 07:58:30 pm
Hmm...I might be seeing a theme here.  I should have noted that I too am using Windows 7, 64 bit.

It seems a lot of other people getting the GPU error are also running 64 bit operating systems.  Is anyone who has gotten the error NOT using a 64 bit OS?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on May 16, 2010, 07:59:25 pm
So this is a new release of the 2010 correct?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Diablous on May 16, 2010, 07:59:42 pm
So this is a new release of the 2010 correct?

Yep!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 16, 2010, 08:00:36 pm
Hmm...I might be seeing a theme here.  I should have noted that I too am using Windows 7, 64 bit.

It seems a lot of other people getting the GPU error are also running 64 bit operating systems.  Is anyone who has gotten the error NOT using a 64 bit OS?

You might be right. I'm getting the error and am using Win 7 64 bit.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on May 16, 2010, 08:01:41 pm
So this is a new release of the 2010 correct?

Yep!

Awesome.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Djohaal on May 16, 2010, 08:01:56 pm
Hmm...I might be seeing a theme here.  I should have noted that I too am using Windows 7, 64 bit.

It seems a lot of other people getting the GPU error are also running 64 bit operating systems.  Is anyone who has gotten the error NOT using a 64 bit OS?

You might be right. I'm getting the error and am using Win 7 64 bit.

I am on 32bit.

A more pertinent question actually would be what is your card vendor. Mine is Nvidia.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sir KickBan on May 16, 2010, 08:03:18 pm
I'm running Windows XP, SP2, 32 bit, and I'm getting that error as well.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 16, 2010, 08:04:14 pm
Hmm...I might be seeing a theme here.  I should have noted that I too am using Windows 7, 64 bit.

It seems a lot of other people getting the GPU error are also running 64 bit operating systems.  Is anyone who has gotten the error NOT using a 64 bit OS?

You might be right. I'm getting the error and am using Win 7 64 bit.

I am on 32bit.

A more pertinent question actually would be what is your card vendor. Mine is Nvidia.

ATI Radeon HD 5830 here.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Daenyth on May 16, 2010, 08:05:36 pm
Awesome! New Arch package up in the AUR and in arch-games :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 16, 2010, 08:07:17 pm
Let's get a listing of everyone who is getting the "GPU unable to accomodate texture catalog" error. With;

Operating System
Video Card
Init changes.

OS: Win 7 64 Bit
Graphics Card: ATI Radeon HD 5830
Changes: I did [GRAPHICS: ON]

Let's see if we can find a similarity and maybe narrow it down.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: quibbage101 on May 16, 2010, 08:08:11 pm
Acid Bug still appears to be around, 6 of my dwarves just died about 45 minutes into playing. :(

Edit: Screenshot, for whatever it's worth...
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: neverknown on May 16, 2010, 08:09:30 pm
Hmm...I might be seeing a theme here.  I should have noted that I too am using Windows 7, 64 bit.

It seems a lot of other people getting the GPU error are also running 64 bit operating systems.  Is anyone who has gotten the error NOT using a 64 bit OS?

You might be right. I'm getting the error and am using Win 7 64 bit.

I am on 32bit.

A more pertinent question actually would be what is your card vendor. Mine is Nvidia.

yeah I also think its a nvidia thing :/
maybe downgrading the driver could work?!
but I dont have a clue to which version :/
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dabi on May 16, 2010, 08:12:36 pm

I am on 32bit.

A more pertinent question actually would be what is your card vendor. Mine is Nvidia.

yeah I also think its a nvidia thing :/
maybe downgrading the driver could work?!
but I dont have a clue to which version :/

Wrong, this guy:
Let's get a listing of everyone who is getting the "GPU unable to accomodate texture catalog" error. With;

Operating System
Video Card
Init changes.

OS: Win 7 64 Bit
Graphics Card: ATI Radeon HD 5830
Changes: I did [GRAPHICS: ON]

Let's see if we can find a similarity and maybe narrow it down.

I don't think it's operating system nor graphics card. It could be some other settings which you need to change etc. I'm guessing toady did try graphics: ON himself or someone else to try .png
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: superradish on May 16, 2010, 08:13:05 pm
ati user here. getting the texture render crash.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Jumpp on May 16, 2010, 08:13:41 pm
Let's get a listing of everyone who is getting the "GPU unable to accomodate texture catalog" error.

OS: Vista SP2 64-bit
Card: NVIDIA GeForce GTX 260
Changes: [GRAPHICS:ON]
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on May 16, 2010, 08:14:59 pm
Ok,

I loaded .31.03 version game into .31.04 version game.

165 Dwarfs, 70 pets, no water movements. I still have 8(8?) FPS,

Small screen because i can not adjust the size.


I havent adjusted anything in the intit.doc file besides max pop 165, weather off, Economy off, FPS show.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Phoebus on May 16, 2010, 08:18:26 pm
I'm getting the "GPU unable to accomodate texture catalog" error.

Windows 7 64bit
ATI Radeon HD 2600XT
Changes: [GRAPHICS: ON] alone causes the error.

I'm getting the problem with both SDL packages, the legacy package doesn't cause the problem but also does not support PNGs.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 16, 2010, 08:19:03 pm
165 Dwarfs, 70 pets, no water movements. I still have 8(8?) FPS,
Try doing a less gigantic fort, yours is quite big.

Quote
Small screen because i can not adjust the size.
You can, though the XY dimensions are bases upon the amount of tiles in that dimension instead of the screen size.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Toaster on May 16, 2010, 08:19:09 pm
Here I was thinking, "Dang, I wish I had 0.31.04 to play!  I want to start a new fort, but I almost always start new ones for new versions!"  Thanks for all your hard work.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Urist McFumbler on May 16, 2010, 08:20:22 pm
Greetings,

First time poster but long time player (started playing when there were no z levels :P)

Anyway thanks for the update Toady.

Unfortunately I get the same problem as some of the posters on this thread

(http://i39.tinypic.com/21nkyg2.jpg)

Relevant information

Intel Core 2 CPU
3GB RAM
Running Windows XP Home Edition Service Pack 3
NVIDIA GeForce Go 7900 GS

Edit: Forgot to add the following information

Turned graphics on
Edited Graphics FullscreenX and FullscreenY
Changed curses_square_16x16.png to bmp

Still having the same problem.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Duke Drake on May 16, 2010, 08:25:54 pm
Let's get a listing of everyone who is getting the "GPU unable to accomodate texture catalog" error. With;

Win 7 Pro 32-bit
NVidia 8800GTS w/ 197.45 drivers
No init changes, except [GRAPHICS: ON]

Without the graphics enabled, it's horrendously slow across the board, and the site finder seems to stall.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: i2amroy on May 16, 2010, 08:29:55 pm
Mac version! Woo-hoo! :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 16, 2010, 08:30:08 pm
To everyone discussing the "GPU unable to accomodate texture catalog" error

This problem now has an entry in the bug tracker. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911)  Let's try to centralize the discussion there.  Make sure to include:

Operating System
Video Card
Init changes.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Bacu on May 16, 2010, 08:31:32 pm
So, when do we get an OpenGL release that actually has the icon that the plain-o ones do?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MrWiggles on May 16, 2010, 08:32:44 pm
So, when do we get an OpenGL release that actually has the icon that the plain-o ones do?

If this bugs you, you should be able to replace the icon.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Eduren on May 16, 2010, 08:36:54 pm
Thank you Baughn and Toady!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ZapRowsdower on May 16, 2010, 08:38:21 pm
Urist McRowsdower cancels life: New DF version!

 :D

-ZR
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on May 16, 2010, 08:38:46 pm
165 Dwarfs, 70 pets, no water movements. I still have 8(8?) FPS,
Try doing a less gigantic fort, yours is quite big.

Quote
Small screen because i can not adjust the size.
You can, though the XY dimensions are bases upon the amount of tiles in that dimension instead of the screen size.

Fort Size: I didnt think so considering that you have to have 140 dwarfs for a King to come (which has yet to come).
Also, 8 fps is a comparison to before and after the patch. I would think that it would help even for the size of my fort

Size: Ill try that ty.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: shevek on May 16, 2010, 08:39:12 pm
Yay! Mac version! So excited!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The Chemist on May 16, 2010, 08:41:35 pm
Are any other mac users having problems? I'm getting a complete non-operation of my executable. here are some pictures.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
the "df" icon is inert or the most part, it opens in subetha edit instead of the terminal, and when i force it in the terminal, it gives me a permission denied error report, opening the functioning "df" from 40d in subetha edit reveals they are the same code.

Correction: a very friendly person on 4chan has come to my aid, never say nothing good comes from 4chan.
Title: FPS
Post by: fenrirfenix on May 16, 2010, 08:41:47 pm
I can't seem to see the FPS indicator in the top left of the screen. It is set to on in my init file.

Am I blind or does no one else see it?

Disregard. It seems to have moved to the other side of my screen, for some reason. 97 FPS at embark, though.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: obsidian razor on May 16, 2010, 08:54:30 pm
Blob titans are still unkillable (and also rather harmless aside from the terrorized dwarf thing...) is this a bug?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: rat_pack40 on May 16, 2010, 08:58:42 pm
WOOO! Shader Mode working on a Radeon! Time for some more Dorfen FUN.

Thanks Toady, you rock.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: SirPenguin on May 16, 2010, 08:58:47 pm
Some numbers, using a 10k FPS cap on a fresh embark

1.8ghz dual core
2 gigs RAM
965 Intel integrated chip
Linux


Standard, "out of the box": 120 FPS, but everything FEELS sluggish
2D: Felt INSANELY more responsive in terms of input, which makes my results of 90FPS all the weirder
2DSW: Same as 2D in terms of responsiveness, same FPS
PARTIAL:0: Feels slower than Standard, and has even slower input, 85FPS
ACCUM_BUFFER: Insanely slow input responsiveness, 80FPS
FRAME_BUFFER: Same slow input, but 100+ FPS
VBO: Same as other two


I don't know if this is important, but the number in the parenthesis was MUCH higher for the 2D modes for me
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mr. GOH! on May 16, 2010, 09:05:14 pm
Regarding the texture catalog GPU bug: has anyone gotten a graphics set to work with this new version?

I realize there's a bug tracker entry, but folks who have successfully loaded graphics packs probably won't post their successes there.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Frumple on May 16, 2010, 09:05:54 pm
Sadness... SDL version wrecks my CPU again (Smalls forts can get 100 FPS in .03 without fully utilizing my processor. No longer ;_;). Did the same with 40d compared to the non-SDL one for me, though, so I guess it isn't a surprise. FPS is actually dropping being versions. Was kinda' expecting it on my end, heh.

Is there going to continue to be non-SDL versions alongside the primary one? Some folks setups don't react well to th'SDL build...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Foxbyte on May 16, 2010, 09:08:19 pm
I'm getting a strange bug with the key binding menu. I can't remove default settings, and if I try to change the keys to move between Z-levels from > and < to Page Up and Page Down the enter key stops working.
Title: "Unable to accomodate texture catalog"
Post by: Tateru on May 16, 2010, 09:09:33 pm
This is the cleanest repro I can produce.

1. Unpack to new folder.
2. Change GRAPHICS:YES (leave all other settings as distributed with 0.31.04)
3. Run and select Create
4. Get the "texture catalog" error message.

System:
Windows XP, SP3, 3.5GB RAM.
Dual core Intel CPU, 32bit.
nvidia 8600GT video card w/512MB VRAM.

Anything important I missed?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Malicus on May 16, 2010, 09:11:57 pm
A bug I haven't seen reported yet:

Whenever I press b, v, k, or any other menu key that does not move to a different screen to do its thing, the window usually flashes black for a moment.  I discovered this after I had changed the init files, so I tried it again with a clean install and this still happens.  I then tried several different print modes (2D, 2DSW, 2DASYNC, STANDARD, and PARTIAL:0), and it happened in each of them.  It does NOT happen in 40d19 (I loaded up an old fort to check this).  I am running Windows XP SP3 and my graphics card is an NVIDIA GeForce 9400 GT.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: BigDorf on May 16, 2010, 09:13:36 pm
I can confirm that the resize on Mac results in a black screen, but the movie is going the correct speed for me, and that's on a new i7 MBP.

The Mac version also seems to not respond to 'Quit'.

Thank you so much for making a Mac build of this awesome game!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: patd31988 on May 16, 2010, 09:14:02 pm
The site finder seems to be working strangely. Seems to just sit still, but if I hold down either mouse button within the DF window, it begins churning through sites quickly. I can see the cpu usage hop up on my task manager, and I can hear my fan spinning up. Windows 7 x64
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sir KickBan on May 16, 2010, 09:16:29 pm
I'm getting a strange bug with the key binding menu. I can't remove default settings, and if I try to change the keys to move between Z-levels from > and < to Page Up and Page Down the enter key stops working.

I'm trying to transfer the functions of the Escape key to the Spacebar, with the same results.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Foxbyte on May 16, 2010, 09:19:10 pm
I'm getting a strange bug with the key binding menu. I can't remove default settings, and if I try to change the keys to move between Z-levels from > and < to Page Up and Page Down the enter key stops working.

I'm trying to transfer the functions of the Escape key to the Spacebar, with the same results.

Simply removing the key binding for > and < also causes it. I'm starting to think any change to the key bindings will cause the enter key to go weird.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ascii Kid on May 16, 2010, 09:27:05 pm
Are any other mac users having problems? I'm getting a complete non-operation of my executable. here are some pictures.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
the "df" icon is inert or the most part, it opens in subetha edit instead of the terminal, and when i force it in the terminal, it gives me a permission denied error report, opening the functioning "df" from 40d in subetha edit reveals they are the same code.

Correction: a very friendly person on 4chan has come to my aid, never say nothing good comes from 4chan.

What's the solution?; I'm having the same problem
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HeliumFreak on May 16, 2010, 09:28:09 pm
GPU unable to accomodate texture catalog

Win 7 64bit
XFX GTX 260
4gb ram
Graphics on
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Urist the Dwarven Pirate on May 16, 2010, 09:28:45 pm
New release!  :D I can't figure out how to adjust the screen size or zoom though.  Would some one mind telling me how please?
EDIT: Well thats odd Zooming using the mouse only works about every other startup of DF. 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sir KickBan on May 16, 2010, 09:29:22 pm
As for altering key bindings, once they're altered, going back and undoing my changes doesn't give me my enter key back. Can anyone else confirm this?

Though, taking the original interface.txt from the .rar and overwriting it does give me my enter key back.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: whaleberg on May 16, 2010, 09:36:50 pm
I'm on a mac and I can't run it.  If I try to open the df file or dwarfort.exe I get the message "There is no default application specified to open document <filename>"

If I try "open dwarfort.exe" from the terminal I get this.  "2010-05-16 22:35:40.494 open[24790] LSOpenFromURLSpec() returned -10814 for application (null) urls file://localhost/Users/margaretbohara/Desktop/df_osx/dwarfort.exe."

I don't know how to run it.  Any one have an answer?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 16, 2010, 09:37:21 pm
Heh, I wish I had some source code I could step through in the debugger, but I guess Toady promotes the virtue of patience :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ManaUser on May 16, 2010, 09:40:11 pm
This is, I admit, a kind of silly complaint. But would it be possible to move all those DLLs to a subfolder? Having 17 "backstage" files in the main folder is a bit much.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aklyon on May 16, 2010, 09:41:55 pm
woo, new version + plenty of time tomorrow!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Spiral42 on May 16, 2010, 09:45:59 pm
GPU unable to accomodate texture catalog

Win 7 64bit
XFX GTX 260
4gb ram
Graphics on

I'm having the same issue:

Win XP
Gigabyte GTX 260
4gb ram
graphics on - using Deon's genesis mod raws.

Edit: Tried a clean install, unmodded. Got the same error.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hummingbird on May 16, 2010, 09:46:38 pm
Yes, yes, a Mac version! Goodbye productivity!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: rat_pack40 on May 16, 2010, 09:50:11 pm
Just an update on my Radeon HD4200 running in shader mode, Current system specs are:
AMD Athlon II 250 overclocked to 3.6 Ghz, 1.5 GB of DDR3 1333 Ram, HD4200 at 512MB

190000 FPS on Embark, with a river, though watching it after a pause, it scrolls from 500-400000 2 to 3 times before settling back at 200000. kinda rediculous, but it's nice to know what it can do. i'm about to drop it to 250 on the cap, and enjoy some fresh dorfing.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DasGuntLord01 on May 16, 2010, 09:51:27 pm
I can no longer use my mouse to designate.  Anyone else having the same issue?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: kudakeru on May 16, 2010, 09:58:51 pm
For what it's worth, leaving graphics off and just setting the font file to the graphics set bmp is working (mostly) for me, using Mayday.  The tiles all work, but the dwarfs are slightly simplified.  Mouse designation is also working fine for me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Farmerbob on May 16, 2010, 10:01:29 pm
I have now tried three different generated worlds and about 8 aborted starts, and cannot get any sort of drinks or seeds or even plump helmets as embark options.  Nor can I get lumber.  I did manage to get buckets/crutches/splints in two of the aborted starts.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: cbpye on May 16, 2010, 10:07:41 pm
Linux version, for some reason the FPS counter is... well, it's not in the upper left.  More like the left of the upper right.  Solutions?  Bug?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corona688 on May 16, 2010, 10:08:56 pm
The linux version depends on OpenAL for no apparent reason.  The linux version has also been mistakenly compiled as i386 instead of i686.  I won't know if it works until I can find an i386 openal RPM to steal, if such a beast still exists in this world.

[edit] Okay, I have stolen an openal now.  ...What?  It needs artsd now? That can't be intentional!  It won't run in a non-KDE linux environment that way.  And with no sound at all why does it need three independent sound libraries -- SDL, artsd, and asound?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: qwints on May 16, 2010, 10:10:33 pm
1. Resizing either during world gen or embark screen leaves dwarf fortress a black screen.

2. Save created from mayday version of .03 works fine.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hummingbird on May 16, 2010, 10:11:30 pm
A bit of a problem here with the Mac version. When I try to run it with terminal, it first asks me whether to run it in fullscreen (as it should), then pops up a message saying "Tileset not found: data/art/curses_640x300.png". This is despite the fact that file "curses_640x300.png" is definitely inside the data/art folder, and that I have changed my init settings not to use that tileset. Can anybody help?

Edit: Turns out I was running the wrong file.  :P For posterity: you open "df" instead of "dwarfort.exe".
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The Jackal on May 16, 2010, 10:12:31 pm
For what it's worth, leaving graphics off and just setting the font file to the graphics set bmp is working (mostly) for me, using Mayday.  The tiles all work, but the dwarfs are slightly simplified.  Mouse designation is also working fine for me.

This method works so far on my game, nice find!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: monk12 on May 16, 2010, 10:13:42 pm
Reactions in order:

WHOOO
OH GOD WHAT'S HAPPENING

So, in terms of the bugs I'm getting in Dwarf Mode(Windows), in no particular order...

Changing screens at all causes the screen to flicker black. Hitting 'b' to build, 'v' to view, going back to the main menu, etc. No issue pausing and resuming.

The intro movie and title screens play extremely fast for me.

The init file suggests that the FPS indicator still goes in the top left, but play reveals it to be nestled between the "Dwarf Fortress" header and the Idler count in the top right. Is this intentional? If so, I should also mention that it obscures part of the information on the Continue Playing screen, if nowhere else.

My window is not resize friendly at all. Attempting to run the game in fullscreen leaves half of the screen cut off. In windowed mode, hitting maximize works fine, but manually resizing the window or hitting the Restore button causes the screen to turn black. The game still runs in the background, and I successfully loaded the current world blindly, but the screen remained dark. I attempted this during the main movies, during fortress play, and at the main menu.

The red close button on the window does nothing. It doesn't really interfere with gameplay at all, it's just annoying that there's a button that does nothing.

Saving the game gives me no "Saving..." screen. I thought I had frozen the game until I got kicked back to the main menu. Of course, now my fickle memory suggests that there was never a Saving screen at all...



And finally, it's taking me a while to get used to the speedy-quick FPS, but then the 184 z lvl volcano I'm playing on had me at 17 FPS, and now I'm at about 80(43). Definitely a change I can get used to :D. That's all I found in my half hour of tinkering, I'll be back with anything I find tomorrow night.

All Hail the Toady One!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Turambar on May 16, 2010, 10:18:24 pm
Shader mode working fine, have the same issue with using graphics that a lot of other people seem to be having.  Mine actually made it all the way past the intro sequence and crashed when i hit the button for generating a new world according to parameters.  I was attempting to use rantingrodent's package (altered the resolution lines to use tiles instead of pixels)

(Nvidia Geforce 8800Ultra, Q6600, 4gb RAM, Vista 64 Ultimate)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ManaUser on May 16, 2010, 10:23:05 pm
Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.

Linux version, for some reason the FPS counter is... well, it's not in the upper left.  More like the left of the upper right.  Solutions?  Bug?
Sounds like that's intentional, I consider it an improvement, but a little ways back Toady said he could make the position adjustable in the init.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Turambar on May 16, 2010, 10:24:42 pm
Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.

i confirm shift + direction working on my computer.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 16, 2010, 10:25:17 pm
Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.

i confirm shift + direction working on my computer.
I can confirm it works too.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: E-l337 on May 16, 2010, 10:25:25 pm
I have to say, I was a little put off by the window-sizing thing at first, because it didn't work properly. However, now that I see how it's supposed to work, all I can say is, holy crap Toady, you are awesome! Being able to change the amount of area I can see just by dragging the corners of the window is everything I ever wanted in DF. Thank you so much for giving me the power to change that! Windowed mode is so much more awesome now.

Also, using Curses 800x600 seems to work a lot better than the smaller one, for some odd reason, but I'll roll with that. Thanks again for all your hard work man, you rule!

*edit*

Also, just discovered the mouse zoom by complete accident. Definitely one of the best things to happen to DF in a long time. Also seeing a tremendous speed increase over the previous version. Now I can't wait to get through the next season so all those damned corpses rot!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: silantrath on May 16, 2010, 10:28:02 pm
sweetness.

graphics don't work here; crash when attempting to leave the title screen. Intro and title screen work fine.

Intel I7 920 2.67 MHz Quad
NVidia GeForce 9800GTX+ by EVGA
6 gigs of DDR3 RAM

and the kicker...

Win 7 64 bit

DUN DUN DUN....

DF seems to not like 64 bit systems, it seems.

Turned graphics off and played a nice embark for the past couple hours, when it crashed in summer when I built some farm plots, selected one in the "q" menu, selected plump helmets, then switched to spring. No plants were highlighted, the game stopped responding for about 2 seconds, then crashed. don't know if that's new or not, but I think I heard about some problems with farming before so probably not. Still, I've never encountered any till now, so...

Also, my intro played fine. Totally normal. I left my FPS caps alone, and turned off FPS display, but it didn't seem any faster than normal.

When I embarked, after I set up my dwarves and hit enter at the "strike the earth!" screen, it went black. About 15-20 seconds later, the game started. It kinda scared me, but it ended up okay.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: greycat on May 16, 2010, 10:34:07 pm
Linux version, running on Debian 5.0 (i386).

It's SO fast.  My god.  So fast.  I'm accustomed to playing the Windows version in Wine, and this is about 100 times as fast.

I didn't have libsndfile1 installed when I first tried running it, so it wouldn't run due to missing that library.  There's a libsndfile.so in the libs dir, but the program wants libsndfile.so.1.  I renamed it, and set the LD_LIBRARY_PATH variable for the invocation, and it started up.  Later, I installed the libsndfile1 package, and then it ran without LD_LIBRARY_PATH.

The df shell script uses $* but it should be using "$@" (with quotes) instead.  Not a huge deal, probably, but it will matter if anyone ever needs to pass a parameter with white space in it.

There's no functioning sound for me.  I get these messages:
Code: [Select]
Sound devices available:
ALSA Software on default
ALSA Software on VIA 8237
ALSA Software on Audigy 1 ES [SB0160]
OSS Software
Wave File Writer
Picking ALSA Software on default. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Perfect OpenAL context attributes GET
Loading bindings from data/init/interface.txt
data/sound/song_title.ogg not found, sound not loaded
data/sound/song_game.ogg not found, sound not loaded
GPU does not support non-power-of-two textures, using 512x512 catalog.
GPU does not support non-power-of-two textures, using 512x512 catalog.
data/sound/baystart.ogg not found, sound not loaded
data/sound/baybeyond.ogg not found, sound not loaded
data/sound/bayquality.ogg not found, sound not loaded
data/sound/bayend.ogg not found, sound not loaded
data/sound/DFINTRO.ogg not found, sound not loaded
data/sound/DFPICK.ogg not found, sound not loaded
data/sound/DFRUBBLE.ogg not found, sound not loaded
data/sound/DFINTROEND.ogg not found, sound not loaded

I don't understand the "not found" messages.  Those files exist, relative to the running directory, and appear to be spelled properly.  I played one of the oggs with mplayer, and it played without errors.  'Tis a mystery.

I have not touched the init files or anything (yet).  I started a whole new world from scratch, with all default settings.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The Jackal on May 16, 2010, 10:36:21 pm
I need someone else to try this so please help me out. If you have the "GPU unable to accomodate texture catalog" problem, in the graphics portion of the init set [GRAPHICS_BLACK_SPACE:NO] and see if it works.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Duke Drake on May 16, 2010, 10:40:30 pm
I need someone else to try this so please help me out. If you have the "GPU unable to accomodate texture catalog" problem, in the graphics portion of the init set [GRAPHICS_BLACK_SPACE:NO] and see if it works.

Negative.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dremoraar on May 16, 2010, 10:43:19 pm
It doesn't work.

Also, i find the zoom function a bit strange...is ALL the screen, including the list of command and the bar on the top supposed to zoom?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 16, 2010, 10:43:58 pm
The linux version depends on OpenAL for no apparent reason.  The linux version has also been mistakenly compiled as i386 instead of i686.  I won't know if it works until I can find an i386 openal RPM to steal, if such a beast still exists in this world.
Mine was just fine with 686 OpenAL libraries.
[edit] Okay, I have stolen an openal now.  ...What?  It needs artsd now? That can't be intentional!  It won't run in a non-KDE linux environment that way.  And with no sound at all why does it need three independent sound libraries -- SDL, artsd, and asound?

artsd? not for me it does.  I have nothing KDE related installed. Maybe it's because of your ancient openal library (?). I'm running Arch64.



Turned graphics off and played a nice embark for the past couple hours, when it crashed in summer when I built some farm plots, selected one in the "q" menu, selected plump helmets, then switched to spring. No plants were highlighted, the game stopped responding for about 2 seconds, then crashed. don't know if that's new or not, but I think I heard about some problems with farming before so probably not. Still, I've never encountered any till now, so...

I think that was already reported in the 40d# series, yep.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corona688 on May 16, 2010, 10:50:05 pm
[edit] Okay, I have stolen an openal now.  ...What?  It needs artsd now? That can't be intentional!  It won't run in a non-KDE linux environment that way.  And with no sound at all why does it need three independent sound libraries -- SDL, artsd, and asound?

artsd? not for me it does.  I have nothing KDE related installed. Maybe it's because of your ancient openal library (?). I'm running Arch64.
It's possible.  Could you upload or attach your 32-bit asound library please?  I'm running a 64-bit system with no 32-bit arts.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The Jackal on May 16, 2010, 10:50:52 pm
Oh... I seem to have been looking at my .03 and not .04 version when I said [GRAPHICS_BLACK_SPACE:NO] worked for me. I thought I was using the new game but oh well sorry about that.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Duke Drake on May 16, 2010, 11:00:45 pm
The site finder seems to be working strangely. Seems to just sit still, but if I hold down either mouse button within the DF window, it begins churning through sites quickly.

Replicated here as well. Very odd.
Also odd is, while holding the mouse button down, it appears that it only updates the screen when the finder changes sectors.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MrWiggles on May 16, 2010, 11:08:31 pm
I'm not sure what to classify this as:

First fort in 31.04, I went to save and there was no indication of the save happening on OSX.

At first I thought the game crashed.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: blastrogath on May 16, 2010, 11:09:41 pm
All I want is square tiles and a decent aspect ratio on my window.
[WINDOWEDX:80]
[WINDOWEDY:50]
[FONT:curses_square_16x16.png]
All I changed was Y from 25 to 50 and the font to curses square 16x16.  It changes the window size, but not the number of tiles.  I don't want theatre bars or tall tiles!

Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 16, 2010, 11:13:05 pm
It's possible.  Could you upload or attach your 32-bit asound library please?  I'm running a 64-bit system with no 32-bit arts.

I used this one: http://mirror.archlinux.fi/archlinux/community/os/x86_64/lib32-openal-1.12.854-1-x86_64.pkg.tar.xz
As a side note: GRAPHICS:NO gives me triple FPS compared to 0.31.03.

GRAPHICS:YES fails like with most people with the GPU error WHEN I try to load a game.  Intro and main menu works fine with GRAPHICS:YES. 40d# versions work just fine on this system with graphics enabled.

System: Arch Linux 64-bit on a HP 6735s laptop
CPU: AMD SI-42 2.1Ghz
Video: Radeon HD 3200 (drivers: official catalyst)
Memory: 2GB


Getting 160 fps with almost 40 dwarves. Kicks ass compared to the old 40-50 fps. And this is, again, with  GRAPHICS:NO.

(Sound works too just fine)

The last thing outputted to stdout is

GPU does not support non-power-of-two textures, using 2048x2048 catalog. Sounds like a huge catalog. Sounds kinda related to the problem "unable to accommodate texture catalog"


EDIT: oh, maybe not. It's been randomly showing up as 512x512 too, and the problem remains.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: blastrogath on May 16, 2010, 11:19:36 pm
All I want is square tiles and a decent aspect ratio on my window.
[WINDOWEDX:80]
[WINDOWEDY:50]
[FONT:curses_square_16x16.png]
All I changed was Y from 25 to 50 and the font to curses square 16x16.  It changes the window size, but not the number of tiles.  I don't want theatre bars or tall tiles!

Spoiler (click to show/hide)

WOOT, figured out a workaround!  [BLACK_SPACE:YES] messes it up, no clue why!  If you have the dreaded black bars, set this to NO.

I suspect it has something to do with the movie though, since it's the ONLY part of the whole thing that ends up getting stretched.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corona688 on May 16, 2010, 11:24:48 pm
I used this one: http://mirror.archlinux.fi/archlinux/community/os/x86_64/lib32-openal-1.12.854-1-x86_64.pkg.tar.xz
That is a 64-bit library, DF is 32-bit.  Whatever it's using I guarantee it's not that.  'ldd dwarfort.exe' to see what library it actually is using.  Please upload that one.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: pubby on May 16, 2010, 11:31:50 pm
Got 70 on .03
Getting 70 on .04

Would the FPS be better if I had a better graphics card?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Fox the Undead on May 16, 2010, 11:38:01 pm
If MOUSE_PICTURE is set to YES, game displays no cursor. If set to NO, system cursor changes to really ugly (compared) when hovering game window. Well, it changes to inverted standart Windows cursor, but i'm using custom cursor pack.
Can be option like USE_SYSTEM_CURSOR added to init?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: AngleWyrm on May 16, 2010, 11:39:41 pm
Error: "GPU unable to accomodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU."

Video card: Radeon HD 4670 1GB 128-bit DDR3 AGP 4X/8X HDCP Ready Video Card, Catalyst v9.6
Operating System: Windows XP Pro 32bit, with SP2 update.

I can play Crysis, Borderlands, Mass Effect 2, and Supreme Commander 2 on my computer.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: marginoferror on May 16, 2010, 11:43:06 pm
Sound works beautifully on Linux.  (Ubuntu 10.04 w/ Pulseaudio).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 16, 2010, 11:49:01 pm
I used this one: http://mirror.archlinux.fi/archlinux/community/os/x86_64/lib32-openal-1.12.854-1-x86_64.pkg.tar.xz
That is a 64-bit library, DF is 32-bit.  Whatever it's using I guarantee it's not that.  'ldd dwarfort.exe' to see what library it actually is using.  Please upload that one.


Please note the lib32 in front of the filename. I do not know how your RPM-running distro handles 64/32 bit library difference, but in Arch64 all 64-bit libraries go to /usr/lib and all 32-bit compatibility libraries go to /opt/lib32/usr/lib.

Without this package (lib32-openal), DF does not start, because it can only find the 64-bit library (openal).


Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hugna on May 17, 2010, 12:01:49 am
New release!  :D I can't figure out how to adjust the screen size or zoom though.  Would some one mind telling me how please?
EDIT: Well thats odd Zooming using the mouse only works about every other startup of DF.

If you have a scroller (the thing in the middle of your mouse) you can use it to increase/decrease the size of the window at anytime.



Now, there is something messed up in this version. For some reason, i can't use Shift + . , or Shift + , . It's like it's blocking me from scrolling between Z-Levels. Kinda wondering why it's not working. That and the help file thing (Shift + /) doesn't work either. The one things like adding notes, rooms/buildings, those kind of things, they work, but the ones mentioned, nothing. This does happen to anyone else, right?

Edit: Actually nevermind, ALL commands via the shift/capslock fails to work.

Edit2: Nevermind again. It was the fault of something else. I fixed it. Unless i might not be doing things right, but it probably was something else.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: lumikant on May 17, 2010, 12:10:50 am
I'm getting a crash any time I try to create a squad in Linux.
Linux Billengate 2.6.31-20-generic #58-Ubuntu SMP Fri Mar 12 05:23:09 UTC 2010 i686 GNU/Linux
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Martin on May 17, 2010, 12:14:13 am
Can't seem to get graphics working on my Mac - it crashes as soon as I try to load a map. Turning graphics off works fine.


The only nit I can pick other than that is that the framerate covers up the year in the Status screen.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Nelson on May 17, 2010, 12:27:24 am
Maybe I'm missing something, but how do I change the colour scheme? In the old versions it was at the bottom of init.txt but now I can't find it in init.txt or d_init.txt.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Acanthus117 on May 17, 2010, 12:29:50 am
awesome. :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 17, 2010, 12:33:18 am
Maybe I'm missing something, but how do I change the colour scheme? In the old versions it was at the bottom of init.txt but now I can't find it in init.txt or d_init.txt.


colors.txt? The format has changed from 0.28 and earlier though , hasn't it? I don't remember too well anymore.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MP2E on May 17, 2010, 12:36:15 am
Hehe, the first post made me think the Linux build was horribly bugged and all this. Works great :) Including sound, I'll be sure to report any bugs I find
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: BlackRogue on May 17, 2010, 12:37:11 am
Can't seem to resize or zoom.  :(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: trousermonkey on May 17, 2010, 12:38:45 am
greycat: I had problems with sound on my kubuntu 9.04 box while testing one of the 40d releases. 

The "ogg not found" message was fixed by compiling a newer version of libsndfile.  The library that shipped with that version of ubuntu (1.0.17) didn't support ogg.  ogg support was added in version 1.0.18 (I had to compile libvorbis to compile this version...)

Of course now I'm running 10.04 and the sound is broken again (I hate pulse audio).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MaXMC on May 17, 2010, 12:46:20 am
Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.
Your Num-Lock is On

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ikacer on May 17, 2010, 12:46:48 am
I'm getting a crash any time I try to create a squad in Linux.
Linux Billengate 2.6.31-20-generic #58-Ubuntu SMP Fri Mar 12 05:23:09 UTC 2010 i686 GNU/Linux

I'm getting this as well, running the Linux version in Arch Linux.

Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 17, 2010, 12:48:43 am
Get a GL error every time I try to do anything other then stare at the main menu. Looks like its fine, but I cant play it :(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: opsneakie on May 17, 2010, 12:50:10 am
What settings are other people using that are giving them huge speed boosts on win7? I've been fiddling around with the settings and getting about the same or maybe even slightly worse framerate. Just curious. PARTIAL gave me flickers, ACCUM and FRAME_BUFFER slight increases maybe, and VBO nothing really changed. Thoughts?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: yarr on May 17, 2010, 12:51:37 am
Ahhhh, feels good to be back :D


(*) Offloading units slow?
Yep, takes even longer than before. :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: addictgamer on May 17, 2010, 12:57:33 am
I'm getting a crash any time I try to create a squad in Linux.
Linux Billengate 2.6.31-20-generic #58-Ubuntu SMP Fri Mar 12 05:23:09 UTC 2010 i686 GNU/Linux

I'm getting this as well, running the Linux version in Arch Linux.
Spoiler (click to show/hide)

I also get that crash. Using Ubuntu 9.10.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 17, 2010, 01:00:20 am
For what it's worth, leaving graphics off and just setting the font file to the graphics set bmp is working (mostly) for me, using Mayday.  The tiles all work, but the dwarfs are slightly simplified.  Mouse designation is also working fine for me.

Did this little workaround and it works better. Id like to use the actual graphics, but it'll have to do till .05 or .04b
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 17, 2010, 01:12:49 am
Same here. Place mayday.bmp in data/art and then in data/init/init.txt use

[WINDOWEDX:95]
[WINDOWEDY:50]
[FONT:mayday.bmp]

With [GRAPHICS:NO] and whatever tile sizes work for your resolution.

Creatures/enemies won't have graphics, and all dwarves look the same, but if you're used to the mayday graphics this is an intermediate step between that and the default ascii curses.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: bloodtoes on May 17, 2010, 01:20:08 am
Yay!

Works good. Also got the error message using graphics mode, so I turned it off and just used mayday font. Windows 7 / recent geforce.

Gorgecrafts may yet be saved... :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ManaUser on May 17, 2010, 01:24:20 am
Can't seem to resize or zoom.  :(
I had the same problem, then I realized it seems to have something to do with the size of the tiles I'm using. I initially set it up with the 16x16 set I always use and found I could not zoom (or switch to full screen). This maxes out my horizontal screen resolution, in case that's relevant (16X80=1280). Then I did a fresh install, and sure enough both worked properly then. So, for science, I tried some more sizes. At 8x8 I got horrible ugly garbage on the title screen and during the opening move. (Not sure if this is the same as Toady mentioned.) Then I tried 12x12, and everything seemed to work properly. So I settled on that for windowed mode and my old 16x16 tiles for full screen, and it hasn't been giving me any more problems.

Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.
Your Num-Lock is On
:facepalm: You're right of course. I long ago made an AutoHotkey script that automatically turns off Numlock in DF (and back on when I close it). It worked so well I forgot about it. 8) But the script didn't recognize the the new version. Oops.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dabi on May 17, 2010, 01:27:04 am
For what it's worth, leaving graphics off and just setting the font file to the graphics set bmp is working (mostly) for me, using Mayday.  The tiles all work, but the dwarfs are slightly simplified.  Mouse designation is also working fine for me.

Did this little workaround and it works better. Id like to use the actual graphics, but it'll have to do till .05 or .04b
0.4b?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: BlackRogue on May 17, 2010, 01:30:05 am
Can't seem to resize or zoom.  :(
I had the same problem, then I realized it seems to have something to do with the size of the tiles I'm using. I initially set it up with the 16x16 set I always use and found I could not zoom (or switch to full screen). This maxes out my horizontal screen resolution, in case that's relevant (16X80=1280). Then I did a fresh install, and sure enough both worked properly then. So, for science, I tried some more sizes. At 8x8 I got horrible ugly garbage on the title screen and during the opening move. (Not sure if this is the same as Toady mentioned.) Then I tried 12x12, and everything seemed to work properly. So I settled on that for windowed mode and my old 16x16 tiles for full screen, and it hasn't been giving me any more problems.

I was using a clean install, which makes it all the stranger.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Bishop36 on May 17, 2010, 01:45:59 am
Thanks a bunch Toady!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 17, 2010, 01:51:32 am
@Dabi: If we happen to find a major bug that needs and immediate fix, usually game developers wont jump ahead by a whole number, and will instead use letters, or in rarer cases, things like .31.04.1.

In the case you knew this already, I was just making a guess at what the next version would be.

On a personal note, .04 is, as I feared, very slow in comparison to 2010 (Averaging 80 fps at embark, as apposed to 100 at 15 dwarves.). Im going to try out the legacy version, however.

On yet another note, why is the legacy file larger then the one that includes SDL?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 17, 2010, 01:56:12 am
On a personal note, .04 is, as I feared, very slow in comparison to 2010 (Averaging 80 fps at embark, as apposed to 100 at 15 dwarves.). Im going to try out the legacy version, however.

Have you tried changing the rendering mode in init?  Many people won't get optimal performance with the standard rendering mode.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: stormyseasons on May 17, 2010, 02:01:32 am
WOOHOO. THIS IS WONDERFUL. Now to load my latest vanilla save in 31.04!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kipi on May 17, 2010, 02:08:44 am
Thank you Toady!

I'll raise mug of beer for your honor!


Oh, and the game... it's fast... really fast...  :o ;D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: SmogMonster on May 17, 2010, 02:13:33 am
Things seem to work fine on Mac (OS X 10.6.3) if I use graphics OFF, but turning them on (only tested in STANDARD mode) I get a crash after the main menu.  Tested with worldgen and starting a new game. 

Code: [Select]
Exception Type:  EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread:  2

...

Thread 2 Crashed:
0   libGL.dylib                    0x962a44c5 glDeleteTextures + 27
1   dwarfort.exe                  0x00a03663 0x1000 + 10495587

...

Thread 2 crashed with X86 Thread State (32-bit):
  eax: 0x00000001  ebx: 0x00a046a3  ecx: 0x01585600  edx: 0x00000000
  edi: 0x00000010  esi: 0x01585600  ebp: 0xb020e018  esp: 0xb020e000
   ss: 0x0000001f  efl: 0x00010286  eip: 0x962a44c5   cs: 0x00000017
   ds: 0x0000001f   es: 0x0000001f   fs: 0x0000001f   gs: 0x00000037
  cr2: 0x00000000


Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 17, 2010, 02:14:32 am
Yes. Partial:2 is slow, and the graphics dont update nearly as fast as half the scroll menus/game screen movement, and a higher number induces much fps kill. Havent tried 2d yet, though. GFPS is 20, like it was in .03. Ill do some more fiddling.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: kudakeru on May 17, 2010, 02:26:17 am
I've run into a bug in the stocks screen where any time I try to move to the stones line to see how much ore/fuel I have, it hangs for a second and then skips to the next line up or down (depending on which direction I was coming from).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: BubbaBrown on May 17, 2010, 02:28:04 am
Error: "GPU unable to accomodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU."

Video card: Radeon HD 4670 1GB 128-bit DDR3 AGP 4X/8X HDCP Ready Video Card, Catalyst v9.6
Operating System: Windows XP Pro 32bit, with SP2 update.

I can play Crysis, Borderlands, Mass Effect 2, and Supreme Commander 2 on my computer.

Ditto.   Windows 7 x64 Ultimate, ATI Radeon HD 4890 1GB.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Foxbyte on May 17, 2010, 02:28:25 am
I've run into a bug in the stocks screen where any time I try to move to the stones line to see how much ore/fuel I have, it hangs for a second and then skips to the next line up or down (depending on which direction I was coming from).

Don't hit the button more than once. ;) That little lagspike's been common if you have a LOT for the game to take in.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 17, 2010, 02:59:42 am
Right.. sorry, GRAPHICS:ON is not going to work. I wrote the code without reference to an actual working DF, and the graphical output was one thing I couldn't replicate.

I'll get it fixed though, probably on Wednesday, so for now just keep it off?

And yes, "file not found" errors relating to the oggs are frequently just due to your libsndfile not reading ogg. I should clarify those messages.

..lots of interesting bugs, I'm sure going to have fun. Hm. Would anyone object if I made DF automatically turn off num lock?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: KoFish on May 17, 2010, 03:02:31 am
Would anyone object if I made DF automatically turn off num lock?

Yes! I really don't like any application that does stuff like that automatically... could be ok if warning about it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DDR on May 17, 2010, 03:06:20 am
As long as you turn it back on outside of the window, it's fine. Could you make capslock perma-off, too? I occasionally hit it when I mean to hit 'a', and it takes me some time to find out why my keys don't work anymore.

New version works great, here on WinXP. I haven't had the heart to try DF out on Mandriva Linux yet, though. I probably will, one of these days. ;)

Thanks!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 17, 2010, 03:19:20 am
Right.. sorry, GRAPHICS:ON is not going to work. I wrote the code without reference to an actual working DF, and the graphical output was one thing I couldn't replicate.

I'll get it fixed though, probably on Wednesday, so for now just keep it off?

Should people keep posting their OS/hardware specs on the bug report, (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911) or do you have this one figured out?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 17, 2010, 03:24:11 am
Hi!

First of all, thanks for the update, Toady One. Your hard work is really appreciated.

I have not done any actual playing yet, as the humans died out in world gen, but other than that, I got a very beautiful world, so I hope to start playing soon (just need to get the humans to live a bit longer).

However, I also noted that toggling between full screen and windowed mode using F11 does not work. It seems to change the font, but the game remains in full screen (which is my default).

Other than that, no unusual things noticed yet.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: runiq on May 17, 2010, 03:28:50 am
I'm trying to start DF on my Arch64 box (32-bit chroot) and encountered three issues so far:

1. A weird locale issue:
Code: [Select]
(process:5546): Gtk-WARNING **: Locale not supported by C library.
Using the fallback 'C' locale.

2. DF ignoring my "-sound_output OSS" switch. I tried putting it in the launcher script, I tried issuing it at the command line itself, I tried several combinations of underscores, hyphens and capitalization – DF always wanted to use ALSA, even though OSS was listed as a viable output.

3. The following comes up whenever I start DF:
Code: [Select]
(process:7031): Gtk-WARNING **: Locale not supported by C library.
Using the fallback 'C' locale.
Sound devices available:
ALSA Software
OSS Software
Picking ALSA Software. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
ALSA lib confmisc.c:768:(parse_card) cannot find card '0'
(--lots of other ALSA-related error messages--)
Initializing OpenAL failed, no sound will be played
Loading bindings from data/init/interface.txt

(dwarfort.exe:7031): Pango-WARNING **: failed to choose a font, expect ugly output. engine-type='PangoRenderFc', script='latin'
Then I get a GTK error dialog with all boxes instead of proper letters:

Spoiler (click to show/hide)

…and DF is gone.

Does anyone have an idea how I could at least get the error dialog to display properly?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 17, 2010, 03:38:16 am
Right.. sorry, GRAPHICS:ON is not going to work. I wrote the code without reference to an actual working DF, and the graphical output was one thing I couldn't replicate.

I'll get it fixed though, probably on Wednesday, so for now just keep it off?

Should people keep posting their OS/hardware specs on the bug report, (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911) or do you have this one figured out?
I've got it.

Really should get a mantis account sometime soon, but I appreciate it. :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Slartibartfast on May 17, 2010, 03:42:16 am
First of all, thanks for all your work Toady.

And now to the bug reporting: (Ubuntu 9.04)
1) With Compiz on none of the drawing modes work, they all flicker horribly. With Metacity Partial:N is also horrible (but instead of flickering it seems like it simply doesn't erase the previous screen and so you get a sort of motion blur effect). VBO and FRAME_BUFFER both crash the game in both cases (this is the probably fault of my lame builtin Intel graphics card.)
All the working modes under Metacity produce lame graphic framerates (~30), I'm not sure if this is the fault of my lame graphics card or not, I can't compare to 40d since it didn't tell you how many graphical frames were drawn.

2) No sound. I tried all four options (not selecting anything and all three commandline selectable options) and none work. I think that df ignores my choice. Here's what I get when running with -sound_output OSS :
Sound devices available:
ALSA Software on default
ALSA Software on HDA Intel
OSS Software
Wave File Writer
Picking ALSA Software on default. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Perfect OpenAL context attributes GET
Loading bindings from data/init/interface.txt
data/sound/song_title.ogg not found, sound not loaded
data/sound/song_game.ogg not found, sound not loaded
data/sound/baystart.ogg not found, sound not loaded
data/sound/baybeyond.ogg not found, sound not loaded
data/sound/bayquality.ogg not found, sound not loaded
data/sound/bayend.ogg not found, sound not loaded
data/sound/DFINTRO.ogg not found, sound not loaded
data/sound/DFPICK.ogg not found, sound not loaded
data/sound/DFRUBBLE.ogg not found, sound not loaded
data/sound/DFINTROEND.ogg not found, sound not loaded

Notice how it chose ALSA in spite of me specifying OSS?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 17, 2010, 03:42:54 am
I'm trying to start DF on my Arch64 box (32-bit chroot) and encountered three issues so far:

1. A weird locale issue:
Code: [Select]
(process:5546): Gtk-WARNING **: Locale not supported by C library.
Using the fallback 'C' locale.
What *is* your locale?

Quote
2. DF ignoring my "-sound_output OSS" switch. I tried putting it in the launcher script, I tried issuing it at the command line itself, I tried several combinations of underscores, hyphens and capitalization – DF always wanted to use ALSA, even though OSS was listed as a viable output.
There's no way to set the output system via command-line switch at the moment. It's a todo. Meanwhile, you can do as the output suggests and use ~/.openalrc.

Quote
3. The following comes up whenever I start DF:
Code: [Select]
(process:7031): Gtk-WARNING **: Locale not supported by C library.
Using the fallback 'C' locale.
Sound devices available:
ALSA Software
OSS Software
Picking ALSA Software. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
ALSA lib confmisc.c:768:(parse_card) cannot find card '0'
(--lots of other ALSA-related error messages--)
Initializing OpenAL failed, no sound will be played
Loading bindings from data/init/interface.txt

(dwarfort.exe:7031): Pango-WARNING **: failed to choose a font, expect ugly output. engine-type='PangoRenderFc', script='latin'
Then I get a GTK error dialog with all boxes instead of proper letters:

Spoiler (click to show/hide)

…and DF is gone.

Does anyone have an idea how I could at least get the error dialog to display properly?
I've seen that a few times before, but I really don't know why it happens. At a guess, fixing the locale issues will fix the error dialog too.

Another todo, then: Make the dialog function also print to stdout, so you can at least read the text. And as a log. It's just good style.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 17, 2010, 03:44:43 am
Slartibartfast: -sound_output currently does nothing. Well, see above.

The "file not found" errors you get are due to your libsndfile not understanding oggs. Update it if you want sound.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 17, 2010, 03:58:39 am
Hi!

I forgot to mention that I am on Windows XP (^_^;;

A minor thing I find a bit irritating: When typing in values while setting the world gen parameters manually, the number keys also still increase and decrease the old value. It is not a big problem as the value is replaced anyway, but it is somewhat irritating.

Example: Some setting is currently "400". If you press "RETURN" and then type in "140", when the "4" in "140" is typed, the old value changes to "399".

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sinistar on May 17, 2010, 04:03:31 am
I am also having the same problem as Deathworks considering F11.

Also:

I am having problems with key bindings - it works fine IN the game, but if I change anything (more specifically: keys for up/down z-level) in the "interface" txt file in init folder, "Enter" key stop functioning completely, even if I change keys back to normal in that file. Also, keys changed do not save next time when you run DF.

For me it is just a very minor thing though. I do not know if this is a bug or something else, but it is not a real game-braker.
It is also possible it is just me having some problems.

As for speed, I am still toying around with print_modes, but in my current fort with 2x2 embark, with nice portion ofmagma sea and caverns explored, 126 dwarfes, 21 animals and 60+ strong invasion currently going on, I get raise from ~30 to ~40 fps max.
Frankly, I am not bothered by this, since I got used to play without fps counter so I do not notice the slowdown so often. In fact, before testing .04 I was sure I am running more that 60fps or so.  :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 17, 2010, 04:05:00 am
Probably due to CR/CRLF confusion in your editor. Try the in-game keybinding editor?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: runiq on May 17, 2010, 04:13:43 am
What *is* your locale?
LANG=de_DE.utf8

I tried starting DF with LC_ALL=C  dwarffortress, which makes the warning about locales disappear but doesn't change the look of the dialog box.

Quote
There's no way to set the output system via command-line switch at the moment. It's a todo. Meanwhile, you can do as the output suggests and use ~/.openalrc.

Oh, right  :-[ Hm… I put "(devices'(native))" into my ~/.openalrc (I also tried putting it into my chroot's /etc/openalrc), but DF apparently still wants to use ALSA.

Edit: I fixed the locale problem. I hadn't generated the locales after I installed the chroot. Please hit me with a stick. Unfortunately, this didn't fix the dialog box.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Slartibartfast on May 17, 2010, 04:15:38 am
Slartibartfast: -sound_output currently does nothing. Well, see above.

The "file not found" errors you get are due to your libsndfile not understanding oggs. Update it if you want sound.
Thanks, that works now.
Kind of annoying how it won't auto-update and I had to download a package for karmic :(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: runiq on May 17, 2010, 04:16:11 am
Sorry, double post.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Trukkle on May 17, 2010, 04:16:49 am
Would anyone object if I made DF automatically turn off num lock?
As long as I can turn off the 'feature' that turns off numlock, sure. I hate it when programs mess with the 'locks and don't change them back when they lose focus.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: grymwulf on May 17, 2010, 04:23:16 am
I've run into a bug in the stocks screen where any time I try to move to the stones line to see how much ore/fuel I have, it hangs for a second and then skips to the next line up or down (depending on which direction I was coming from).

Don't hit the button more than once. ;) That little lagspike's been common if you have a LOT for the game to take in.

That didn't solve it in my case - multiple attempts - tried both the pgup/pgdown method from exactly 1 screen away and multiple attempts going up/down from above and below.

Granted I have about 17k of stone cut out - but with the sheer amount of stone you can dig out it's nearly impossible to tell without access to this screen exactly how much of which you have.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 17, 2010, 04:40:49 am
Hi!

I have an update on the F11 issue I reported before.

When I started the game again, the game screen was not as before, only taking up the left part of the screen in full screen mode.

I then changed the settings for FULLSCREENX and FULLSCREENY to 800 and 600 instead of the 0s which activated the automatic sizing => The screen looked as it ought to look.

Changing the settings for windowed mode (640 and 480 or 640 and 300) suddenly made the toggling between windowed mode and full screen possible. It seems that if you are in full screen mode, the windowed mode messes up its resizing calculation if left to its own devices resulting in a window that takes up the entire screen at the full screen resolution.

So, I suggest that the automatic sizes are not the default as they do not work correctly.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dante on May 17, 2010, 05:00:10 am
My God, it's full of dwarves!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Slartibartfast on May 17, 2010, 05:03:47 am
Additional bug (again, Ubuntu 9.04 and a crappy intel gpu)
When drawing is set to ACCUM_BUFFER, after starting a new game (pressing 'e' for embark) I get a blank screen and this gets written into the console:
The program 'dwarfort.exe' received an X Window System error.
This probably reflects a bug in the program.
The error was 'BadDrawable (invalid Pixmap or Window parameter)'.
  (Details: serial 30052 error_code 9 request_code 136 minor_code 9)
  (Note to programmers: normally, X errors are reported asynchronously;
   that is, you will receive the error a while after causing it.
   To debug your program, run it with the --sync command line
   option to change this behavior. You can then get a meaningful
   backtrace from your debugger if you break on the gdk_x_error() function.)

rerunning with STANDARD works, so it might be lame gfx card's fault.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sinistar on May 17, 2010, 05:07:54 am
Good to hear that Deathworks. I fiddled a bit with window size option, but not yet FULLSCREEN, so that helps a bit.

Probably due to CR/CRLF confusion in your editor. Try the in-game keybinding editor?
I was a bit unclear, yes. Ahem, I should say that it works fine if I use keybinding in the game, as you suggested, but that does not save next timr I run DF.exe.

Hmmm, after a bit more testing: I thought there might be a problem with [BIND:MOVIES:REPEAT_NOT] having the same symbol as I asigned for going up z-level, ";". Turns out that changing this to, for example, "_" forks just fine for movies, but "enter" key still stops functioning.
I am editing this in an ordinary notepad.

After more testing it seems "enter" stops functioning even if I just change BIND:CURSOR_UP_Z:REPEAT_SLOW] from > to < then back to > and save.
Maybe I am doing just something wrong?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: CognitiveDissonance on May 17, 2010, 05:07:59 am
THANK YOU!
...just figures it's the day after I start my community fortress.
Are the saves compatible?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 17, 2010, 05:09:31 am
Deathworks: I think I'd rather fix the calculations.

Slartibartfast: Yep, definitely your card.

Dante: This is an Obsidian Obelisk. All craftsdwarfship is of the highest quality. On the item is an image of a collapsing planet in positronium. The planet is giant.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aqizzar on May 17, 2010, 05:10:41 am
I don't know if anyone has mentioned these issues yet, but just posting "me too" may not be helpful.  Now, I've never used any of the OpenGL D## releases before, so I don't have much to compare them too.  But here's some things I've had-

-Any time the cursor is on the screen, and then I cancel it away, the window flashes.  It's a little annoying.
-The performance is faster (maybe, I usually cap FPS at 100 anyway, since otherwise the game would surpass 500 at embark), but the program stutters and freezes every 10-15 seconds.  This might be another program running, but I always have other programs (like a browser) running before without causing issues.
-Loading and saving takes twice as long as it did before, and worldgen was a crawl on a Medium sized world.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Thief^ on May 17, 2010, 05:28:58 am
Just to check, having the DF accelerator dll in the same folder as this new version would be bad, yes?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Fox the Undead on May 17, 2010, 06:09:44 am
Baughn
I object the automatic numlock toggling in DF. It can be an option in init, but turned off by default.

Btw, can you explain why this version uses custom cursor?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Haspen on May 17, 2010, 06:17:42 am
I don't like automatic things as well. I mostly operate DF by numpad keys, so...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 17, 2010, 06:21:08 am
Hi!

Okay, full screen to windowed switching seems to be more of an issue; when I started again, F11 suddenly wouldn't work. I turned resizable window on and it worked again.

Even though I have all mouse interaction turned off, when the mouse is moved, the mouse cursor will appear on the screen.

Starting my first fortress, I decided to switch to windowed mode - and it seems that doing so while not paused (game speed at 200 FPS, which is the maximum I set) made something collapse - the game stopped responding and the mode change did not happen. The task manager said that it was hogging 50% of the CPU workload - given that I am on a dual core system, that means it has maxed out one CPU, if I understand that correctly. Memory consumption was only at 380 MB without any changes occurring.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Knight Otu on May 17, 2010, 07:05:33 am
... Partial:N is also horrible (but instead of flickering it seems like it simply doesn't erase the previous screen and so you get a sort of motion blur effect).

Getting this as well - the old screen content takes a while to fade with partial of 2 or higher.
Can't say that my current game is much faster with the 2d modes, but I just realized I got elven traders in my depot, so in hindsight it is probably a bad comparison. Should start a new game for testing purposes.

Edit: Expectedly, it works better on a fresh embark without littering elves. Hovers around 40 (9) in the 2D modes with the G_FPS at 10. I might trying to lower it to match the stated G_FPS.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on May 17, 2010, 07:11:26 am
I don't know where to ask this, but i'll ask it here.

Is there a way I can change the end button back to space bar, I hate reaching for ESC all the time to do anything.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Logical2u on May 17, 2010, 07:18:24 am
I don't know where to ask this, but i'll ask it here.

Is there a way I can change the end button back to space bar, I hate reaching for ESC all the time to do anything.
Just change it in the keybindings. Worked for me back in 31.01/.02/.03, haven't had time to check out .04 yet.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kipi on May 17, 2010, 07:19:59 am
Okay, made some serious testing with the speed. Here is the settings I use:
Spoiler (click to show/hide)

The settings are more or less the same I used with .03, though raise the FPS_GAP to 2000 from 1500.

Title screen:
In .03, the maximum was somewhere 1000-1200 FPS, so never reached the gap. In .04, I reached the 2000 FPS, which is the maximum with my settings  :o

World generation with parameters -screen:
In .03 it was around 1000 FPS. In .04, It started in 1500, stayed there for a bit, then raised to 2000.

The world generation:
.03: Starts out with 100 FPS, usually drops down to 10 FPS pretty soon. Most of the times even as low as 1 FPS if I'm genning world with more history than 300 years.
.04: While creating the actual world, the FPS hanged around 200 FPS. When history creation begun, the FPS dropped to 9 FPS for brief moment, then went back to 15 FPS. After that, it dropped about 1 FPS per 100 years, ending around 9 FPS with history of over 1000 years.

Offloading units:
.03: The numbers were stranges, jumping even up to 20k.
.04: Slow, went down to 300 FPS and still dropping.

Embark location selection -screen:
.03: Around 400 FPS, dropping down to 100 when moving cursor.
.04: 2000 FPS all the time

The game:
.03: While paused, the normal is somewhere around 500-800 FPS, depending on the location of embark (3*3 with brook). While running, the FPS may get to even 250 FPS, but that's rare, usually it stays somewhere around 100-120 FPS, dropping down to 70 FPS after some time. So far it has been pretty stable 70, only occasion peeks in lag, usually caused by something like generating invasion or such.
.04: Paused stays in 2000 FPS. Unpaused, fresh game runs in mighty 550 FPS with one woodcutter cutting trees and one miner mining couple of 3 tiles wide passage.


So, to summarize the results, which does not take in account the possible affects of graphics, generally the game is running much faster than .03. I will return to this when I have fort with bit of age behind, so I can tell how the FPS changes during the time.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on May 17, 2010, 07:39:20 am
I don't know where to ask this, but i'll ask it here.

Is there a way I can change the end button back to space bar, I hate reaching for ESC all the time to do anything.
Just change it in the keybindings. Worked for me back in 31.01/.02/.03, haven't had time to check out .04 yet.

Where can I change the key bindings?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Lord Shonus on May 17, 2010, 07:40:11 am
In the "esc" menu.


Do I have to gen a new world to get fish?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Captain Goatse on May 17, 2010, 07:48:20 am
Let's get a listing of everyone who is getting the "GPU unable to accomodate texture catalog" error. With;

Operating System
Video Card
Init changes.



OS: Win XP SP3
Graphics Card: ATI Radeon X550
Changes: I did [GRAPHICS: ON]

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: foop on May 17, 2010, 07:56:04 am
Yay!  New version!

On OS X 10.5.8, with 0.31.04.  I tried to save my embark setup.  The default name is "Profile 1", which I wanted to change.  I discovered that backspace inserted "mountain" characters (triangles) and delete did nothing.  In the end, I saved it with a name full of weird characters and then edited data/init/embark_profiles.txt.

It's a minor inconvenience, but I'm worried that it will recur when I'm editing things I really care about (like profession names, etc.)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: kurrata on May 17, 2010, 08:15:16 am
Generated large region map(took few hours). when i try to load it in dwarffortress mode i get memory error
[martins@localhost ~]$ dwarffortress
Xlib:  extension "RANDR" missing on display ":0.0".
Loading bindings from data/init/interface.txt
GPU does not support non-power-of-two textures, using 512x512 catalog.
GPU does not support non-power-of-two textures, using 512x512 catalog.
Segmentation fault

I can play small map i generated

archlinux x86
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: runiq on May 17, 2010, 08:15:48 am
Okay, I solved two of my three problems (http://www.bay12forums.com/smf/index.php?topic=57492.msg1260302#msg1260302).

The dialog box not showing anything sensible was due to me being a brainfart, I didn't have any fonts installed in the chroot (Installing ttf-dejavu helped).

What the dialog box showed was the following:

Quote
Main index file missing/corrupted.  The file "index" must be in the "data" folder.  Make sure DF decompressed into its folders properly.

Turns out it was a packaging problem; df_dir/data/index wasn't world-writable. I'll bug my package maintainer about that.

However, I still couldn't get OpenAl to use OSS.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: caranha on May 17, 2010, 08:20:51 am

I'm getting a crash any time I try to create a squad in Linux.
Linux Billengate 2.6.31-20-generic #58-Ubuntu SMP Fri Mar 12 05:23:09 UTC 2010 i686 GNU/Linux

I'm getting this as well, running the Linux version in Arch Linux.

I'm getting the "crash on creating new squad" bug as well. I have tried different saves, and creating a fortress from scratch. Ubuntu 9.10.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Daenyth on May 17, 2010, 08:33:39 am
Quote
Main index file missing/corrupted.  The file "index" must be in the "data" folder.  Make sure DF decompressed into its folders properly.
Turns out it was a packaging problem; df_dir/data/index wasn't world-writable. I'll bug my package maintainer about that.
Ok this is very odd. I have the following:
Code: [Select]
  chown -R root:games $pkgdir/opt/df_linux/data
  find $pkgdir/opt/df_linux/data -type d -exec chmod 775 {} +
  find $pkgdir/opt/df_linux/data -type f -exec chmod 664 {} +
Yet upon checking the package it's root:root 644... I'll look at this some more...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: lizard on May 17, 2010, 08:35:28 am
The on-again off-again bug where text mode incorrectly displays some characters as wide is back.  It's fixed by
ln -s /lib/libncursesw.so.5 /pathtodf/lib/libncurses.so.5

or wherever your system keeps it's libraries for the first argument.

DF also seems to not really quit after quitting from text.  It drops to show me the terminal, but keeps spinning the processor (at 100% for me, but I have an old computer) until I control-c or kill it externally. 

The memory usage surprised me, over 500MB to load my test fort.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mistinshadows on May 17, 2010, 08:44:46 am
How on earth do I get the text to extend further than halfway down my screen?  No matter how I set things in init, the text menus and descriptions are bunched in the top half of their windows.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: lizard on May 17, 2010, 08:51:27 am
Suppose I should say that I'm on linux.  The not-quitting thing appears to also happen with the STANDARD interface.

STANDARD is faster than TEXT for me, which is odd seeming.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Daenyth on May 17, 2010, 08:53:30 am
Quote
Main index file missing/corrupted.  The file "index" must be in the "data" folder.  Make sure DF decompressed into its folders properly.
Turns out it was a packaging problem; df_dir/data/index wasn't world-writable. I'll bug my package maintainer about that.
Ok this is very odd. I have the following:
Code: [Select]
  chown -R root:games $pkgdir/opt/df_linux/data
  find $pkgdir/opt/df_linux/data -type d -exec chmod 775 {} +
  find $pkgdir/opt/df_linux/data -type f -exec chmod 664 {} +
Yet upon checking the package it's root:root 644... I'll look at this some more...

Edit: The issue is that if you had a version installed previously with bad permissions, it would keep the old permissions when upgrading. Running chown -R root:games /opt/df_linux/data fixes it.

Edit2: No, wait, it doesn't keep old perms... How did this break the first time!? I can't get it to reproduce...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: runiq on May 17, 2010, 09:02:43 am
Edit: The issue is that if you had a version installed previously with bad permissions, it would keep the old permissions when upgrading. Running chown -R root:games /opt/df_linux/data fixes it.

Awesome, thanks. :) Now on to the real testing!
Is there a way to access the PKGBUILDs you use for the repo?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Daenyth on May 17, 2010, 09:08:37 am
Edit: The issue is that if you had a version installed previously with bad permissions, it would keep the old permissions when upgrading. Running chown -R root:games /opt/df_linux/data fixes it.

Awesome, thanks. :) Now on to the real testing!
Is there a way to access the PKGBUILDs you use for the repo?

Ok, so strange. I just made a small test case for that upgrade thing and the permissions didn't break. I can't figure out why it got installed root:root. Driving me nuts. I can't reproduce the breakage now.

Anyway, all of our packages are in the AUR. There may be some diversions from the aur maintainer's version though since we tend to clean them up to higher standards. We try to resubmit but it doesn't always happen. You can get PKGBUILDs from our git repo: http://github.com/Stythys/arch-games
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Huw_Dawson on May 17, 2010, 09:21:19 am
Just testing it on your typical buisness computer (Dell Optiplex 755 w/ Windows 7) and it world genned VERY fast - took about a minute. Offloading and loading was very quick too... No tileset being used (it's for "DF when you're bored in your lunch break") but so far it looks good. The OpenGL will no doubt help lunchtime Dwarfs to enjoy the game!

 Now to test fort building...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ManaUser on May 17, 2010, 09:26:31 am
Probably due to CR/CRLF confusion in your editor. Try the in-game keybinding editor?
I have the same problem. I don't think it's the line breaks, but something similar. Because BIND:STRING_A127 - BIND:STRING_A255 contain unusual characters, notepad "helpfully" saves the file as UTF-8. If you use "Save As..." and manually set encoding back to "ANSI" it should work again.

Edit: Additionally, the only reason it break enter is that it's the very first binding. If you add a dummy line above that the file survives being saved as UTF-8 mostly unscathed.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corona688 on May 17, 2010, 09:52:57 am
I used this one: http://mirror.archlinux.fi/archlinux/community/os/x86_64/lib32-openal-1.12.854-1-x86_64.pkg.tar.xz
That is a 64-bit library, DF is 32-bit.  Whatever it's using I guarantee it's not that.  'ldd dwarfort.exe' to see what library it actually is using.  Please upload that one.


Please note the lib32 in front of the filename. I do not know how your RPM-running distro handles 64/32 bit library difference, but in Arch64 all 64-bit libraries go to /usr/lib and all 32-bit compatibility libraries go to /opt/lib32/usr/lib.

Without this package (lib32-openal), DF does not start, because it can only find the 64-bit library (openal).
I'll swallow my pride and say you're right.  DF works with this.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: shadur on May 17, 2010, 10:00:09 am
I had a hard crash occur while trying to assign squads with no military. Crash report at http://tenchi.systemec.nl/~shadur/DF/crash.txt , related save at http://tenchi.systemec.nl/~shadur/DF/toomuchthread.tar.bz2

I've tested it several times and the crash occurs every time I try to create a squad regardless of whether a militia commander is selected or not.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sinistar on May 17, 2010, 10:11:27 am
I have the same problem. I don't think it's the line breaks, but something similar. Because BIND:STRING_A127 - BIND:STRING_A255 contain unusual characters, notepad "helpfully" saves the file as UTF-8. If you use "Save As..." and manually set encoding back to "ANSI" it should work again.

Edit: Additionally, the only reason it break enter is that it's the very first binding. If you add a dummy line above that the file survives being saved as UTF-8 mostly unscathed.
Whoa THANKS!
Works perfectly!
I know re-binding keys is not such a big issue, heck, even "Esc" instead of "space" camte naturally to me over time, but still, I like my z-level up/down as ";" and ":".  :P
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: cephalo on May 17, 2010, 10:26:35 am
All I want is square tiles and a decent aspect ratio on my window.
[WINDOWEDX:80]
[WINDOWEDY:50]
[FONT:curses_square_16x16.png]
All I changed was Y from 25 to 50 and the font to curses square 16x16.  It changes the window size, but not the number of tiles.  I don't want theatre bars or tall tiles!

Spoiler (click to show/hide)

WOOT, figured out a workaround!  [BLACK_SPACE:YES] messes it up, no clue why!  If you have the dreaded black bars, set this to NO.

I suspect it has something to do with the movie though, since it's the ONLY part of the whole thing that ends up getting stretched.

This workaround worked for me once, and then when I started DF again it went back to a vertically stretched screen.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HideousBeing on May 17, 2010, 10:30:44 am
Awesome! New Arch package up in the AUR and in arch-games :)

 :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: dwarfguy2 on May 17, 2010, 10:41:41 am
um... i'm having some problems running it. namely, i can't find what i'm supposed to open among all my 40d stuff. is it Dwarf_Fortress.rar? because i have NO idea what a .rar is. at all.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: hermes on May 17, 2010, 10:44:23 am
Toady and Baughn have done a great job to bring it this far, well done!

Problems I've had so far (that I didn't notice with 03 or 40d#)...
Linux (Ubuntu)
- Sound is fine
- F11 fullscreen doesn't work, just seems to switch the tileset from square to not square
- if the window is resized when the screen isn't refreshing (eg. after selecting "Play now!" and before Strike the earth appears) it doesn't recalc the grid unless you resize again.
 - squad create = instant crash
- mouse scroll/zoom not working?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: cbpye on May 17, 2010, 10:54:29 am
I have also experienced a sudden crash upon squad creation.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Phenixmirage on May 17, 2010, 11:02:21 am
For the people who're having trouble getting DF to display across the entire window (without the black space), try setting FPS_CAP:0, G_FPS_CAP:0, and/or ARB_SYNC:NO.  For whatever reason these settings seem to interfere with DF using the entire window. It seems to be somewhat dependent on what print mode you're using. (Example: ARB_SYNC:YES was ok with PRINT_MODE:STANDARD, but with PRINT_MODE:FRAME_BUFFER I got the "letterbox" effect again.)


For reference, my system specs:
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ledgekindred on May 17, 2010, 11:05:17 am
@foop: I've had that problem on my macbook pro.  For whatever reason it's doesn't like the "delete" as a "Backspace" key.  I fixed it by editing interface.txt by hand and finding and changing these lines:

[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]

(It says "Backspace" by default, I changed to "Delete" and it worked.)   This might affect whether or not your "Backspace" key works if you have one of those...

@Baughn: Does your statement that "GRAPHICS=ON won't work" apply to everyone, not just the windows users reporting that graphics error?  On OS X if I have "GRAPHICS=ON" I get an immediate crash with a bunch of "__NSAutoreleaseNoPool()" errors when trying to generate a world.  GRAPHICS=OFF at least lets me into world gen, but I haven't gone much further past that yet.  If Mac should work with graphics on, I'll go look at bug reports, otherwise I'll ignore it until further notice.

@toady: FWIW the intro movies play at expected speed here.  MacBookPro2,2; Intel Core 2 Duo 2.33 GHz; 10.6.3.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HideousBeing on May 17, 2010, 11:18:33 am
um... i'm having some problems running it. namely, i can't find what i'm supposed to open among all my 40d stuff. is it Dwarf_Fortress.rar? because i have NO idea what a .rar is. at all.

a .rar file is alot like a .zip file. You will need something like winrar to extract it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Robsoie on May 17, 2010, 11:21:55 am
Strange , the opengl/sdl 40d16 and the regular 31.03 worked perfectly (i mean they could run, i'm not talking about the known bugs) but this one refuse to let me play , with that popup window telling me like if my GPU was not good enough to display those very small, few and low res sprites from my simple tileset.

edit :
Right.. sorry, GRAPHICS:ON is not going to work. I wrote the code without reference to an actual working DF, and the graphical output was one thing I couldn't replicate.

I'll get it fixed though, probably on Wednesday, so for now just keep it off?
Good to know, i'm now less puzzled at why this version absolutely refuse to let me play DF, will have to wait the next to re-use my tileset i guess.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Raksas on May 17, 2010, 11:26:24 am
A bug I haven't seen reported yet:

Whenever I press b, v, k, or any other menu key that does not move to a different screen to do its thing, the window usually flashes black for a moment.  I discovered this after I had changed the init files, so I tried it again with a clean install and this still happens.  I then tried several different print modes (2D, 2DSW, 2DASYNC, STANDARD, and PARTIAL:0), and it happened in each of them.  It does NOT happen in 40d19 (I loaded up an old fort to check this).  I am running Windows XP SP3 and my graphics card is an NVIDIA GeForce 9400 GT.

I'm getting this too.  I haven't changed the init files at all, and no mods or anything like that.
Running Windows XP SP3 and a NVIDIA Geforce 8800 GTS
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 17, 2010, 11:29:00 am
notepad
Windows users, consider using wordpad instead, I think it's much more reliable at conserving the line endings and the encoding. No guarantees though.

DF works with this.
Well, that surprises even me a bit, good!

um... i'm having some problems running it. namely, i can't find what i'm supposed to open among all my 40d stuff. is it Dwarf_Fortress.rar? because i have NO idea what a .rar is. at all.
This is not the 0.28.40d# thread, this is 0.31.04. You should probably stick with the 0.31.03 though, until it appears on the main page in the download link. If you insist on trying this, there was a link on to the file "df_31_04_win.zip". No rar files here.

As a sidenote, rar is a compression format like zip, except that you need an external program to open it on Windows.

..with that popup window telling me like if my GPU was not good enough to display those very small, few and low res sprites from my simple tileset.

Telling you and the people posting on the last 16 pages of text. ^^
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Toaster on May 17, 2010, 11:38:22 am
Baughn
I object the automatic numlock toggling in DF. It can be an option in init, but turned off by default.

I'll second this.  Great for an init option, not so much for automatic.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ivar360 on May 17, 2010, 11:39:00 am
Trying to get it running on my vista laptop, It seems to work but is very unstable. If I try to anything to the window, it goes black and stays black. (dragging, rezising etc.) It now also shows a lot of "not responding" in the top of the screen as it struggles to load the world generation.

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: dwarfguy2 on May 17, 2010, 11:41:17 am
um... i'm having some problems running it. namely, i can't find what i'm supposed to open among all my 40d stuff. is it Dwarf_Fortress.rar? because i have NO idea what a .rar is. at all.

a .rar file is alot like a .zip file. You will need something like winrar to extract it.
what should i use on a mac?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Thief^ on May 17, 2010, 11:44:07 am
what should i use on a mac?

Either the mac version of winrar (which is commandline only) from here (http://www.rarlab.com/download.htm), or something from here: http://www.google.com/search?q=rar+mac
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aklyon on May 17, 2010, 11:45:14 am
um... i'm having some problems running it. namely, i can't find what i'm supposed to open among all my 40d stuff. is it Dwarf_Fortress.rar? because i have NO idea what a .rar is. at all.

a .rar file is alot like a .zip file. You will need something like winrar to extract it.
what should i use on a mac?
well, heres what came up first searching for ".rar mac" w/o quotes: http://www.unrarx.com/
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dwarf on May 17, 2010, 11:46:58 am
I highly recommend "The Unarchiver" which extracts almost every compression in existance. Except that proprietary .sitx BS.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Collic on May 17, 2010, 11:47:11 am
um... i'm having some problems running it. namely, i can't find what i'm supposed to open among all my 40d stuff. is it Dwarf_Fortress.rar? because i have NO idea what a .rar is. at all.

a .rar file is alot like a .zip file. You will need something like winrar to extract it.
what should i use on a mac?

I just checked and they have mac versions on their download page. It will probably be command line only though; i know the linux rar utility was last time i checked, at least.

http://www.rarlab.com/download.htm
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aklyon on May 17, 2010, 11:50:21 am
I highly recommend "The Unarchiver" which extracts almost every compression in existance. Except that proprietary .sitx BS.
I have never heard of .sitx compression, is is used in anything important?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Oglokoog on May 17, 2010, 11:52:38 am
   (*) made all vermin and smallish outdoor corpse items disappear over time (can be hit after a month for vermin, season for corpse chunks)

Oh god thank you so much.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 17, 2010, 11:53:32 am
Hi!

Two things I noticed:

* Exporting the normal world map (tiles) generates an image where the tiles are twice the height as in previous versions. I have not tested exporting local maps, but I am fearing the worst.

* Is there the possibility to make it handle task bars not at the bottom a bit more smoothly when losing focus while in full screen? The thing is, my task bar is at the top of the screen and I play in full screen; when something (like accidentally hitting that start menu key) causes it to lose focus, it gets reduced to only a listed task. By refocusing on that task, I do get the screen back at the regular size (improvement to previous versions), but the task bar remains visible and there is a border of  empty space between the content and the task bar.

Something is extremely unstable in the settings: I now just started the game two times in a row but couldn't toggle full screen and windowed mode. I then opened the init.txt file and without changing it saved it again - and suddenly the toggle worked again. Mind you, I didn't do any conversion, I opened and saved it just as I had done before.

I also noticed that the game sometimes seems to go to 100 FPS, even though I have 200 FPS set in the init.txt, making me suspect that it sometimes ignores parts or the entire init.txt.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mike Mayday on May 17, 2010, 11:55:37 am
Is there a way to only browse bugs for 31.04 in mantis?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dwarf on May 17, 2010, 11:56:29 am
I highly recommend "The Unarchiver" which extracts almost every compression in existance. Except that proprietary .sitx BS.
I have never heard of .sitx compression, is is used in anything important?

It is used mainly for when you download stuff from macupdate.com or macgamefiles.com etc.
Fortunately, its use has stagnated strongly in favor of .zip or .dmg, or so it seems.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 17, 2010, 12:01:50 pm
Is there a way to only browse bugs for 31.04 in mantis?

Yes, just select 31.04 for "Product Version" in the filter at the top of the View Issues (http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php) page. 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mike Mayday on May 17, 2010, 12:04:41 pm
Thank you, kind Chief.
EDIT: hmmm, I don't happen to see that option. There's "Target version" but no "Product version"
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 17, 2010, 12:12:23 pm
That's weird... apparently it only shows up for managers.  Okay, go to Manage Columns, (http://www.bay12games.com/dwarves/mantisbt/account_manage_columns_page.php) add "version" to "View Issues Columns", save the settings, go back to View Issues, and click "Product Version" to sort by version.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: kuaera on May 17, 2010, 12:25:43 pm
I'm having all sorts of troubles getting the program to work properly on Linux, now; it refuses to load any manner of PNG file, likely due to my system primarily running version 0.14 and DF expecting 0.12 [ldd dwarffort.exe reveals that both v0.12 and v0.14 are being loaded].

However, I can't find the option for changing the graphic loaded in for the mouse, so it keeps 'looking' for mouse.png and fails. Does anyone know of a clever workaround for this sort of issue?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Phenixmirage on May 17, 2010, 12:39:42 pm
For the people who're having trouble getting DF to display across the entire window (without the black space), try setting FPS_CAP:0, G_FPS_CAP:0, and/or ARB_SYNC:NO.  For whatever reason these settings seem to interfere with DF using the entire window. It seems to be somewhat dependent on what print mode you're using. (Example: ARB_SYNC:YES was ok with PRINT_MODE:STANDARD, but with PRINT_MODE:FRAME_BUFFER I got the "letterbox" effect again.)

Another wierdness: If I use grid dimensions to determine window size (ie, 80x25) the game is letterboxed. If I use pixel dimensions (ie, 1280x400) it fills the window.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Krumbs on May 17, 2010, 01:00:12 pm
Does the new Mac version work for Macs that run version 10.3.9? I can play version 40d fine but this new version only works on my dads newer Mac book and not on the Mac mini which I use.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Leperous on May 17, 2010, 01:01:18 pm
I can't seem to Alt-Tab or CTRL+ALT+D (show desktop) out of fullscreen-mode in the Linux version: this may well have always been an issue but seems like something that could use a fix. Similarly, the close-window button should really be functional - we don't all live in front of a DF window 24/7 :)

Otherwise, my legions of hospitalized dwarves thank you for saving them from a watery grave!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The-Moon on May 17, 2010, 01:18:06 pm
"GPU unable to accommodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU."

When i try to make a new map this is what i get in a message box :|

Of course when i turn off graphics, it works fine.

I have a 9500 nvidia gt graphics card with a gig of memory. I think that should be good enough to accommodate this?

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: snooptodd on May 17, 2010, 01:21:18 pm
"GPU unable to accommodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU."

When i try to make a new map this is what i get in a message box :|

Of course when i turn off graphics, it works fine.

I have a 9500 nvidia gt graphics card with a gig of memory. I think that should be good enough to accommodate this?


known issue
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: atomfullerene on May 17, 2010, 01:40:16 pm
I don't have a graphics card (I know, I know...got the laptop used for free from a relative after mine broke).  I'm guessing this version won't work at all for me?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: kuaera on May 17, 2010, 01:48:00 pm
I don't have a graphics card (I know, I know...got the laptop used for free from a relative after mine broke).  I'm guessing this version won't work at all for me?
It will work; there's still a 'fallback' option for classic rendering. It just won't be as fast. If your laptop's integrated graphics have any manner of 2D/3D acceleration [which it more than likely has, if it's capable of playing DF in any capacity], you can select some of the other acceleration options for better speed, though.

I play DF 40d on a four-year-old IBM Thinkpad T42. Even though the graphics chip is old [Radeon 7500 Mobility, I think?], it's still accelerated.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Toybasher on May 17, 2010, 01:50:23 pm
I'm too lazy to check all 18 pages, but has the retarded doctor bug been fixed?

I know dressing and sutcures aree fixed (cant play for a while) but what about surgery and traction?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 17, 2010, 01:56:31 pm
I'm having all sorts of troubles getting the program to work properly on Linux, now; it refuses to load any manner of PNG file, likely due to my system primarily running version 0.14 and DF expecting 0.12 [ldd dwarffort.exe reveals that both v0.12 and v0.14 are being loaded].

My libpng is 1.4.1 (0.14 was that a typo?), works fine. Unfortunately ldd doesn't work for me so I can't check, but the only libpng libraries I have installed are the 64- and 32-bit 1.4.1.

I can't seem to Alt-Tab or CTRL+ALT+D (show desktop) out of fullscreen-mode in the Linux version: this may well have always been an issue but seems like something that could use a fix. Similarly, the close-window button should really be functional - we don't all live in front of a DF window 24/7 :)
Why not just hit F11 to switch to windowed mode if you need to quickly check something? Providing global hotkeys for all kind of different operating systems, distros, window managers etc. can become quite a burden. There's a lot more under the hood between windowed and fullscreen mode than just how it looks to the end uesr.. and often if the window manager forces the focus away from an fullscreen application (like on Windows), many apps just crash. Alternatively, just resize the windowed mode to cover up most of the screen, since this version now supports free window resizing.

The quit button behaviour depends on the window manager (mine doesn't have any buttons), but generally speaking is the same on Windows, Linux (and Mac?), meaning it is the same thing as hitting ESC. What would you expect? Should the game quit without saving? Should it first save and then quit? But what if the WM doesn't wait until saving is finished and force kills the application? Then you get a corrupted save game. Not nice.

I don't have a graphics card (I know, I know...got the laptop used for free from a relative after mine broke).  I'm guessing this version won't work at all for me?
Every computer has a graphics card or chip. Otherwise you wouldn't be seeing anything on your display.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Zurai on May 17, 2010, 01:58:06 pm
Using the Windows Small/No Music download, my d_init file does precisely nothing. None of the values I enter into the file have any effect on the game. It doesn't appear to even be read by the game. No autosaves, no initial save, no pause on saving, no control over temperature/weather/economy, no map reject logging, no embark rectangle default changing, etc etc etc. Basically makes the game unplayable for me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 17, 2010, 02:00:21 pm
I'm too lazy to check all 18 pages, but has the retarded doctor bug been fixed?

I know dressing and sutcures aree fixed (cant play for a while) but what about surgery and traction?

Surgery (http://www.bay12games.com/dwarves/mantisbt/view.php?id=318) and traction (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1244) aren't fixed, but Toady has "acknowledged" them, so that may mean they'll get prioritized. 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Toybasher on May 17, 2010, 02:17:07 pm
I'm too lazy to check all 18 pages, but has the retarded doctor bug been fixed?

I know dressing and sutcures aree fixed (cant play for a while) but what about surgery and traction?

Surgery (http://www.bay12games.com/dwarves/mantisbt/view.php?id=318) and traction (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1244) aren't fixed, but Toady has "acknowledged" them, so that may mean they'll get prioritized.


Well that sucks, surgery seems the most buggy out of all, (I only had this happen once tho.)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Krumbs on May 17, 2010, 02:17:54 pm
The new build works on my dads newer macbook but not on my mac mini. I'm running version 10.3.9 which 40d worked fine on, does the new version not work on this?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Greiger on May 17, 2010, 02:31:05 pm
Minor little bug I noticed.  Linking a lever to a bridge, with only 2 bridges on the map, the screen would warp to the bridge that was NOT selected.  I select a cobaltite bridge deep underground in my FB trap, and the screen zooms to the bridge crossing my moat up at the surface, select the surface bridge and the screen zoomed down to my FB trap. 

Linking the mechanisms still seems to have linked to the proper bridge however.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jfs on May 17, 2010, 02:40:48 pm
The new build works on my dads newer macbook but not on my mac mini. I'm running version 10.3.9 which 40d worked fine on, does the new version not work on this?
10.3.9 is like 5 years old, Apple tends to phase out support for older systems relatively fast, I wouldn't be surprised. I'd suggest loading Linux on the machine if there was a PPC Linux build of DF, but I doubt we'll ever see that.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: blinking icons on May 17, 2010, 03:04:57 pm
Default keybindings are weird. Probably because of german keyboard. Meh, they have always been weird. What does physical and logical mean? In any case, i was able to change them successfully..I think.

Mousewheel zoom makes screen go flickery (using some mayday stuff), but works. Screen resize works perfectly.

But: Win XP Pro 32bit SP3. Using 31.03 save, FPS drop from 30 in 31.03 to 15 in 31.04 with an init.txt changed to my likes and, oddly, only 10 with the default. Various other settings are even worse. This is sad. Do I need any kind of system settings or Software to profit from this release? Do I need to install some SDL or OPENGL stuff? Is there some more explanation what the different print mode settings do and what machine should profit from what setting?

Edit: Some setting in the init stops the mousewheel from working; nothing happens when using it anymore. Not sure what causes it. 
I can also confirm the glitching in z-stocks when accessing big columns, e.g. stones or seeds (have739) - the highlight tends to jump one further than intended. It's not impossible to access but it tends to jump it. Touching the key very shortly seems to help sometimes, but not always, while it can be accessed just fine with a "normal short" keystroke sometimes too.

Edit2: Now this is weird. With unchanged DF .04 on a new world I get a blank screen that doesn't go away when reseizing and the mousewheel does nothing.

Edit3: Now this is even weirder. Reloading the same new world reseizing and mousewheel work perfect (not even flickering).

Edit 4: Even with 7 idle dwarves at embark, i get abysmal Framerates (~40, interface jerkyness almost unbearable) compared to 200+ on 31.03. Why do you hate my computer?

Edit 5: I hate this release. *exhausts himself with expletives*

Edit6: setting [WINDOWEDY:50] and [FONT:curses_800x600.png] and [FPS:YES] results in black screen on resize.

Edit 7: entering the "moving records" screen does re-enable mouse wheel zoom???
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: fnool on May 17, 2010, 03:26:43 pm
Can't seem to get graphics working on my Mac - it crashes as soon as I try to load a map. Turning graphics off works fine.


The only nit I can pick other than that is that the framerate covers up the year in the Status screen.
Getting exactly the same problem here. Launch the game with graphics on = crashes as soon as I try loading/creating a world/entering the arena. Launch it with graphics off = no problem at all.

Screenshot of what terminal showed within:
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: SeanTucker on May 17, 2010, 03:28:07 pm
Arena crashes on my Linux Mint system. Everything else works beautifully, though.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Jazhuis on May 17, 2010, 04:02:02 pm
Excellent, my FPS has shot up through the roof.
Not excellent: I get crashes about every 10-15 minutes. Saving and reloading repeatedly seems to avoid these crashes. .31.01-03 were rock-solid.

Is there any way to get DF to dump a proper crash log? I doubt DrWatson is really going to be that much help. I haven't tried fiddling around with the graphic settings yet, I just went with the defaults.

I feel iffy putting "Game crashes" into the bug tracker with such a nebulous bit of information. Any suggestions on things I should try/better dump information I could provide so that it can actually be a useful bug report? :P

For reference:
2GHz Core2Duo
Intel Mobile 965 Graphics
Windows XP SP3
DF runs with:
Sound off
Graphics off, 80x25
Mode: standard, Single buffer: no
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: NegaDwarf on May 17, 2010, 04:03:48 pm
Eeeeeeexcellent.

Still can't make Bones or Shells with reactions, which is my only complaint as I've not hit any major bugs with my setup. I hope that's fixed after all the big stuff is.

I can't wait to see what happens next. This is a gloorious update. I love how fast its running!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Seraph on May 17, 2010, 04:09:42 pm
The new build works on my dads newer macbook but not on my mac mini. I'm running version 10.3.9 which 40d worked fine on, does the new version not work on this?
Do you have an Intel Mac mini, or one of the original PowerPC minis?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Karnewarrior on May 17, 2010, 04:12:23 pm
It's freaking out over the sizes. When fullscreen it just turns the lower and right part of my computer black, and if I hit F11, it flips out, streching the game off screen into lala land.

Any body else having this problem? It's pretty game-breaking for me, and I really don't want to go back to .03... It will nag me very badly.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on May 17, 2010, 04:18:18 pm
Every is reporting better FPS performance, but once you reach a certain size for your fortress your FPS will drop very quickly.

I was told this is due to the fact that the calculations being done for pathing is still being used on the first core of dual drives and the second core is being used for graphic generation.

I am not sure how much this is true, but I guess reaching 140 Dwarfs to get a King to come will always push you down to 15 FPS with normal activities occurring (Dual Core 2.4 Ghz 3Gigz Ram Vists 32).


Im currently playing both .03 and .04. I am hoping to discover any critical issues that have yet to be reported, but the only issues that have occurred have already been reported. I have yet to get the issue of crashing during game play within 15 minutes or the "GPU" Issue.


/huggles
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: PiCroft on May 17, 2010, 05:05:00 pm
I took a quick search but couldn't find any mention of it so I'll aks: has the hunters not hunting bug been addressed? It seems the fishing labour works again, but I don't have a hunter yet so I was wondering if anyone who previously had problems getting their hunters to hunt are having any more success?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Duke Drake on May 17, 2010, 05:15:38 pm
notepad
Windows users, consider using wordpad instead, I think it's much more reliable at conserving the line endings and the encoding. No guarantees though.
That's an acceptable workaround, but the correct (and ridiculously low priority) fix is for each platform's version to correctly parse it's own native CR/LF variation, in addtion to whatever format the default file is in (IMO).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Haspen on May 17, 2010, 05:25:37 pm
So, okay. 0.31.04 Adventure mode has become unplayable. It just processes, for minutes and not even finishing, a one step of my adventurer in not so large elven site in a smallest world.

At old 40d16, in such place the game just works beautifuly fast. Also, Dwarf Mode in 31.04 also gets slow.

Settings 1:
[PRINT:STANDARD]
[G_FPS:10]
[VSYNC:NO]
[TEXTURE_PARAM:NEAREST]

In 40d16, it's just slow. FPS around 10-15.
In 31.04, game occasionaly becomes unresponsive for minute/two/five, before unfreezing. Then, something ram-heavy occurs, and there goes another few minutes...

Settings 2:

[PRINT:PARTIAL:2]
[G_FPS:10]
[VSYNC:NO]
[TEXTURE_PARAM:NEAREST]

In 40d16, my dwarves zap through 91-bodied fortress, with FPS hovering around 20-30.
In 31.04, not only it lags, but the dwarves leave trails of themselves (like, a line of red-faces, but only one dwarven kid, on the front of that line). FPS going from as low as 5 to 50. At pause, it's 100 (the cap).

Help? OpenGL version for 31.04 works completely different (and wrong) than those from 40d# line.

And it sucks. Even non-OpenGL, 31.03 (without OpenGL) works more smoothly.

On other hand, my PC is damn old (10 years), and I assume that 1.3GHz CPU, 256mb of RAM, and a 64Mb graphics card (Nvidia) is not much...

EDIT: Sorry for inconsistency and typos. It's past midnight here and my eyes bleed needles.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ardesh on May 17, 2010, 05:31:46 pm
i think the mud/pond is broken in 0.31.04 i irrigated via pond and the mud was just partly there

it looked like that:
Code: [Select]
oooxo
oxoox
oxxxo
ooxoo
ooooo

o==pile'o'mud
x== without mud

but the oddest thing is.. the descripton of the tile said... "muddied smthg floor" and sometimes there were piles of mud on that tile.. and sometimes not
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Oglokoog on May 17, 2010, 05:37:13 pm
Edit 4: Even with 7 idle dwarves at embark, i get abysmal Framerates (~40, interface jerkyness almost unbearable) compared to 200+ on 31.03. Why do you hate my computer?

You don't have any idea of just how much I envy you that your computer is good enough for you to be able to consider 40 fps abysmal. Sure, on my desktop, I usually get around 250 fps too and that's good, but on my laptop, 25 is the norm (even in the previous version). And it's still fairly playable, I'd say. I also haven't experienced anything that could be described as "interface jerkyness", maybe it's an unrelated issue.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: hermes on May 17, 2010, 05:45:13 pm
For the people who're having trouble getting DF to display across the entire window (without the black space), try setting FPS_CAP:0, G_FPS_CAP:0, and/or ARB_SYNC:NO.  For whatever reason these settings seem to interfere with DF using the entire window. It seems to be somewhat dependent on what print mode you're using. (Example: ARB_SYNC:YES was ok with PRINT_MODE:STANDARD, but with PRINT_MODE:FRAME_BUFFER I got the "letterbox" effect again.)

Yes, thanks for that... setting FPS_CAP:0 allowed linux to go fullscreen.
Also, FRAME_BUFFER gives a blank screen (but game seems to be running anyway) and TEXT mode doesn't launch at all.
(By the bye, is your avatar Kira from vandal hearts?)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Malicus on May 17, 2010, 05:54:43 pm
That's weird... apparently it only shows up for managers.  Okay, go to Manage Columns, (http://www.bay12games.com/dwarves/mantisbt/account_manage_columns_page.php) add "version" to "View Issues Columns", save the settings, go back to View Issues, and click "Product Version" to sort by version.

That's odd.  I could see it just fine, and I'm just a reporter, and I haven't messed with any such thing.  It's in the second row, fourth column...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Martin on May 17, 2010, 06:03:55 pm
Getting exactly the same problem here. Launch the game with graphics on = crashes as soon as I try loading/creating a world/entering the arena. Launch it with graphics off = no problem at all.

Screenshot of what terminal showed within:


Precisely the same error on mine. MacBook Pro, Core 2 Duo, 4GB RAM, GeForce 9400M. Hmm, maybe I should try switching over to the 9400M GT and see if have the same problem. I'll try that a bit later. Envious of the dynamic switching on the new MBPs...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The Jackal on May 17, 2010, 06:07:35 pm
Right.. sorry, GRAPHICS:ON is not going to work. I wrote the code without reference to an actual working DF, and the graphical output was one thing I couldn't replicate.

I'll get it fixed though, probably on Wednesday, so for now just keep it off?

There you go Martin.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Jackrabbit on May 17, 2010, 06:15:15 pm
yay
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mr. Accident on May 17, 2010, 06:21:20 pm
I'm curious about the variations in performance for 31.04. My impression from reading this thread is that some people are experiencing considerable speed boosts, but others are actually getting worse performance in the new version.

I seem to be in the latter category. As a test, I tried a fresh embark in both versions, on a world generated with 31.03. Same 4x4 embark square in each case, with simulation framerate unlocked and graphics rate locked at 20. The results:

DF31.03: ~260 to ~280 fps
DF31.04: ~220 to ~250 fps

My system specs:
Core 2 Duo E8400 @ 3.6GHz
EVGA GTX280
4GB RAM
Windows Vista 32-bit

It's not a huge drop, and I haven't tried the new version on an already-large fortress yet, but it's still odd to see the numbers going down right off the bat in a release that was supposed to generally improve performance. Does anybody have any idea yet what seems to influence whether you gain or lose speed with the new version?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: melkorp on May 17, 2010, 06:26:37 pm
My ibook g4 (osx 10.4, 1.3 ghz powerpc) can't decide what application to open dwarfort.exe or df with.  Any thoughts?  40d ran on it no worries.  No worky on pre-Intel mac? 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 17, 2010, 06:55:46 pm
Someone explain to me how a Geforce 9600 with 1Gig of ram is unable to load less than 2Meg of texture... make absolutely no sense. Please remove that retarded message saying to buy a new GPU am quite sure even a old Ati Rage 128 could run this stuff without any problem, there is no such thing as a video card unable to run Dwarf Fortress!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Motigg on May 17, 2010, 06:55:56 pm
Some things I've noticed using the VBO setting, 2x2 embark goes a rediculous speed (somewhere in the 1000's, havn't messed with it for an exact number) 4x4 embark drops down to around 130 fps on average then an 8x8 embark goes all the way down to 4 FPS.  All are with a fresh embark with no rivers/magma just a forested area without any other creatures initially spawned.  .03 version gives 150 or so with 4x4 embark and on an 8x8 embark 10 fps, 2x2 embark is around the 150 range as well.

In short, 2x2 embark much faster then .03, 4x4 embark about the same, 8x8 embark is alot slower with update.

Haven't actually started a fortress in new version just prelim testing with embarks.  Also haven't tested other graphics as a 4x4 embark showed VBO was fastest option when I was testing last night (clean embark with one dwarf mining to find this)

Processor:  AMD Athlon 64 x2 Dual-Core Processor 3800+
Graphics:  NVIDIA GeForce 6150SE
4gb ram
Windows Vista x32

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 17, 2010, 07:04:01 pm
Someone explain to me how a Geforce 9600 with 1Gig of ram is unable to load less than 2Meg of texture... make absolutely no sense. Please remove that retarded message saying to buy a new GPU am quite sure even a old Ati Rage 128 could run this stuff without any problem, there is no such thing as a video card unable to run Dwarf Fortress!

First of all, the error message has nothing to do with your video card. There's a bunch of code somewhere and when it doesn't work (called throwing an exception), that error message is made to appear because previously the user's video card was the usual problem. That code should be updated with a better/different error message.

Secondly, your tone is pretty childish. This is an alpha release of a free game written by one person who works damn hard to make fun for everyone, and he ventured into a new type of challenge in writing graphics code that he hasn't ever worked with before. It's not surprising there are a few kinks to work out, and the bratty kind of attitude in what you wrote is more likely to piss him off than encourage him to work faster. You might want to think about what you've written before hitting the "Post" button.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ves on May 17, 2010, 07:10:06 pm
I just got a "There is nothing to catch in the Central Ocean" message. It was a Tropical Ocean at the northenmost part of the map, so maybe for Scorching areas the fish are still getting killed?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Coilgunner on May 17, 2010, 07:39:03 pm
Edit 4: Even with 7 idle dwarves at embark, i get abysmal Framerates (~40, interface jerkyness almost unbearable) compared to 200+ on 31.03. Why do you hate my computer?

You don't have any idea of just how much I envy you that your computer is good enough for you to be able to consider 40 fps abysmal. Sure, on my desktop, I usually get around 250 fps too and that's good, but on my laptop, 25 is the norm (even in the previous version). And it's still fairly playable, I'd say. I also haven't experienced anything that could be described as "interface jerkyness", maybe it's an unrelated issue.

You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 17, 2010, 07:41:34 pm
Also all the following files have absolutely no reason to be present in the release:
Microsoft.VC80.CRT.MANIFEST, Microsoft.VC90.CRT.MANIFEST, msvcm80.dll, msvcm90.dll, msvcp80.dll, msvcp90.dll, msvcr80.dll, msvcr90.dll, msvcrt.dll. Since Visual studio 2005(8) you are not allowed to redistribute those file directly, you have to install the Visual Studio runtime to get them, and why 2 version of them anyway, you are either using vc8 or vc9 not both. Also remove the thumb.db hidden crap file from raw\graphics and data\art.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Phenixmirage on May 17, 2010, 07:42:31 pm
Yes, thanks for that... setting FPS_CAP:0 allowed linux to go fullscreen.
Also, FRAME_BUFFER gives a blank screen (but game seems to be running anyway) and TEXT mode doesn't launch at all.
(By the bye, is your avatar Kira from vandal hearts?)

Glad I could help. :) All of the print modes seem to react differently, so it seems the best thing to do is play around with the settings until something works.
(And yes, Kira is my avatar. :) )
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aklyon on May 17, 2010, 07:49:42 pm
Also remove the thumb.db hidden crap file from raw\graphics and data\art.
That really isn't hard to remove, just (assuming you have windows) set the folder options in the tools menu of windows explorer to show hidden files and delete thumb.db. poof.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 17, 2010, 07:53:41 pm
Also remove the thumb.db hidden crap file from raw\graphics and data\art.
That really isn't hard to remove, just (assuming you have windows) set the folder options in the tools menu of windows explorer to show hidden files and delete thumb.db. poof.

He is right, though, that there's no reason for it to be distributed with DF.

Someone explain to me how a Geforce 9600 with 1Gig of ram is unable to load less than 2Meg of texture... make absolutely no sense. Please remove that retarded message saying to buy a new GPU am quite sure even a old Ati Rage 128 could run this stuff without any problem, there is no such thing as a video card unable to run Dwarf Fortress!

Baughn already said in this thread that it's a bug, and that he'll fix it shortly:

Right.. sorry, GRAPHICS:ON is not going to work. I wrote the code without reference to an actual working DF, and the graphical output was one thing I couldn't replicate.

I'll get it fixed though, probably on Wednesday, so for now just keep it off?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Boingboingsplat on May 17, 2010, 08:00:07 pm
I don't know if this has been reported, but DF locks up for me upon hitting Enter to accept a generated world. It doesn't even move to the offloading units screen. OP says it's slow but this is ridiculous. :P
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Gorfob on May 17, 2010, 08:03:09 pm
Quote from: Multiple Crying Babies
thumbs.db

Oh no my 25kb of download. Never mind the fact that Windows will recreate the exact same file as soon as you extract it. Of all the things to complain about people are choosing thumbs.db
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: shevek on May 17, 2010, 08:08:18 pm
My ibook g4 (osx 10.4, 1.3 ghz powerpc) can't decide what application to open dwarfort.exe or df with.  Any thoughts?  40d ran on it no worries.  No worky on pre-Intel mac?

You can't run an exe on a mac. When there is a more done mac version I'm sure there will be an app bundle, but for now run the shell script called df (in terminal).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 17, 2010, 08:10:06 pm
Quote from: Multiple Crying Babies
thumbs.db

Oh no my 25kb of download. Never mind the fact that Windows will recreate the exact same file as soon as you extract it. Of all the things to complain about people are choosing thumbs.db
Not it won't, because some people do know better and turn off this useless thumbnail precaching option, as a side bonus of doing this you also stop redistributing useless files to your clients.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 17, 2010, 08:11:28 pm
My ibook g4 (osx 10.4, 1.3 ghz powerpc) can't decide what application to open dwarfort.exe or df with.  Any thoughts?  40d ran on it no worries.  No worky on pre-Intel mac?

You can't run an exe on a mac. When there is a more done mac version I'm sure there will be an app bundle, but for now run the shell script called df (in terminal).

Apparently both the mac and linux version executable files are called dwarfort.exe too for some reason...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Farmerbob on May 17, 2010, 08:14:13 pm
  Am I supposed to get no graphics option other than the old style minimized option where dwarves are tiny little smileys?

  F11 doesn't change the graphics to the larger set, it just makes the minimized set larger.

  I've never bothered with any custom tilesets before, are they required now, if you don't like minimized view?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ManaUser on May 17, 2010, 08:15:36 pm
notepad
Windows users, consider using wordpad instead, I think it's much more reliable at conserving the line endings and the encoding. No guarantees though.
That's an acceptable workaround, but the correct (and ridiculously low priority) fix is for each platform's version to correctly parse it's own native CR/LF variation, in addtion to whatever format the default file is in (IMO).
I agree about the CR/LF thing, but that doesn't seem to be the problem here. I'm not so sure it would make sense to read the interface file in UTF-8. IMHO a better solution would be not to avoid using literal High-ASCII characters in the file in the first place. Let them be stored as number instead, like creature tiles in the raws. (Actually I'm unclear why those bindings are in the file, perhaps they are of some use to people with international keyboards, but I am skeptical.)

Quote from: Multiple Crying Babies
thumbs.db

Oh no my 25kb of download.
Please, let's not turn this into a flamewar. Sure it's a minor complaint, but ideally it would not be included, so it's legitimate to mention it.

I've never bothered with any custom tilesets before, are they required now, if you don't like minimized view?
That has always been the standard view. Perhaps you were using Mayday's pack or something similar before.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Gudamor on May 17, 2010, 08:19:14 pm
i think the mud/pond is broken in 0.31.04 i irrigated via pond and the mud was just partly there

it looked like that:
Code: [Select]
oooxo
oxoox
oxxxo
ooxoo
ooooo

o==pile'o'mud
x== without mud

but the oddest thing is.. the descripton of the tile said... "muddied smthg floor" and sometimes there were piles of mud on that tile.. and sometimes not

Dwarves will clean mud off smoothed floors. Is there any chance this is what's happening?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Wyrm on May 17, 2010, 08:24:12 pm
The site finder seems to need a goosing every so often. I set it running. Then being stuck at 1/81 for a minute I went and did something else. Came back and still 1/81. So I pressed buttons at random just to get it to do something, but it started advancing when I hit up-arrow. Then stopped. Hit up-arrow again, same story. It seems to need a hit every time it advances the counter. Maybe the damn thing is waiting for input...

This is true for both the Mac and Win version.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Chrissi on May 17, 2010, 08:24:50 pm
  Am I supposed to get no graphics option other than the old style minimized option where dwarves are tiny little smileys?

  F11 doesn't change the graphics to the larger set, it just makes the minimized set larger.

  I've never bothered with any custom tilesets before, are they required now, if you don't like minimized view?

Are you actually asking something?  If you've never changed the graphics, you have been playing with the standard set, which are fairly small non-square basic tiles.  That's the standard and always has been.  If you want larger tiles, or other graphics, you have to change the files yourself, unless you downloaded a third party pre-packaged graphics version like Mayday's.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Farmerbob on May 17, 2010, 08:25:33 pm
  Perhaps I should clarify, both the old minimized graphics and the old fullscreen graphics had dwarves as smiley faces, but the bigger set was a filled in face, the smaller set was just a round face with dots.

  All I'm seeing is the round face, and fullscreen isn't fullscreen, it only fills up to about half my screen and a lot of black around the edges.

  I suppose I'll go dig in the ini files and see if there is some sort of fullscreen setting that isn't allowing 1360x768
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Chrissi on May 17, 2010, 08:28:40 pm
  Perhaps I should clarify, both the old minimized graphics and the old fullscreen graphics had dwarves as smiley faces, but the bigger set was a filled in face, the smaller set was just a round face with dots.

  All I'm seeing is the round face, and fullscreen isn't fullscreen, it only fills up to about half my screen and a lot of black around the edges.

  I suppose I'll go dig in the ini files and see if there is some sort of fullscreen setting that isn't allowing 1360x768

I think I understand now.  If I recall correctly, fullscreen defaulted to the 800x600 version of the tileset possibly?

You just need to go into the init.txt file and change the tileset used.  It's not hard and you don't have to download anything.  Just change one line.

Oh also... changing your fullscreen to 1366x768 instead of 1360 might help you out?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Smitehappy on May 17, 2010, 08:32:57 pm
So just to clarify, it's not my end that's causing the GPU problems?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 17, 2010, 08:39:07 pm
The site finder seems to need a goosing every so often. I set it running. Then being stuck at 1/81 for a minute I went and did something else. Came back and still 1/81. So I pressed buttons at random just to get it to do something, but it started advancing when I hit up-arrow. Then stopped. Hit up-arrow again, same story. It seems to need a hit every time it advances the counter. Maybe the damn thing is waiting for input...

This is true for both the Mac and Win version.

Known bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1907)

So just to clarify, it's not my end that's causing the GPU problems?

Which problems?  If you mean the "GPU unable to accommodate texture catalog" crash, then yeah, it's a known bug in the game, not your system.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Gorfob on May 17, 2010, 09:02:22 pm
Not it won't, because some people do know better and turn off this useless thumbnail precaching option, as a side bonus of doing this you also stop redistributing useless files to your clients.

It doesn't precache at all. Only when you access a folder for the first time. I too love thrashing my HD when opening a folder with lots of images in it. Gotta save that 25kb of space.

Whats more worrying than how you treat your HD is that Toady does his dev on an XP machine. (Vista and 7 don't create a thumbs.db in a local folder (only in network folders for some reason)) someone buy that man a copy of 7 stat.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ardesh on May 17, 2010, 09:05:23 pm
i think the mud/pond is broken in 0.31.04 i irrigated via pond and the mud was just partly there

it looked like that:
Code: [Select]
oooxo
oxoox
oxxxo
ooxoo
ooooo

o==pile'o'mud
x== without mud

but the oddest thing is.. the descripton of the tile said... "muddied smthg floor" and sometimes there were piles of mud on that tile.. and sometimes not

Dwarves will clean mud off smoothed floors. Is there any chance this is what's happening?

mhh.. possibly yes... maybe i forgot to lock the doors... i ll check that out again later... thy for the idea...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Farmerbob on May 17, 2010, 09:12:50 pm
  Perhaps I should clarify, both the old minimized graphics and the old fullscreen graphics had dwarves as smiley faces, but the bigger set was a filled in face, the smaller set was just a round face with dots.

  All I'm seeing is the round face, and fullscreen isn't fullscreen, it only fills up to about half my screen and a lot of black around the edges.

  I suppose I'll go dig in the ini files and see if there is some sort of fullscreen setting that isn't allowing 1360x768

I think I understand now.  If I recall correctly, fullscreen defaulted to the 800x600 version of the tileset possibly?

You just need to go into the init.txt file and change the tileset used.  It's not hard and you don't have to download anything.  Just change one line.

Oh also... changing your fullscreen to 1366x768 instead of 1360 might help you out?

Everything is fine now, the default options just didn't like my 1360x768 screen - even less than the old version did.

Setting the basic tileset to fullscreen at 1360x768 opened up HUGE ranges of visibility I never suspected I could get though, it's almost like playing a new game :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mir on May 17, 2010, 09:27:11 pm
I noticed the same issue. Windows version, Win7, etc. etc.
I haven't looked to see if this is in Mantis... I presumed I was just crazy.


Edit: Oh, I'm bad. Footkerchief linked to the bug in Mantis.

Edit2: Toady I love you. Baughn I love you.


The site finder seems to need a goosing every so often. I set it running. Then being stuck at 1/81 for a minute I went and did something else. Came back and still 1/81. So I pressed buttons at random just to get it to do something, but it started advancing when I hit up-arrow. Then stopped. Hit up-arrow again, same story. It seems to need a hit every time it advances the counter. Maybe the damn thing is waiting for input...

This is true for both the Mac and Win version.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Lord Shonus on May 17, 2010, 09:44:26 pm
  Perhaps I should clarify, both the old minimized graphics and the old fullscreen graphics had dwarves as smiley faces, but the bigger set was a filled in face, the smaller set was just a round face with dots.

  All I'm seeing is the round face, and fullscreen isn't fullscreen, it only fills up to about half my screen and a lot of black around the edges.

  I suppose I'll go dig in the ini files and see if there is some sort of fullscreen setting that isn't allowing 1360x768

I think I understand now.  If I recall correctly, fullscreen defaulted to the 800x600 version of the tileset possibly?

You just need to go into the init.txt file and change the tileset used.  It's not hard and you don't have to download anything.  Just change one line.

Oh also... changing your fullscreen to 1366x768 instead of 1360 might help you out?
It's not the tileset. It's an artifact of the way the tiles get streched. It's actually the exact same picture.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MadWombat on May 17, 2010, 09:48:13 pm
Is there a solution to the "GPU unable to accomodate texture store" problem on Linux? I am running Ubuntu 10.04 on a Thinkpad R400. The 40d19 is running perfect in graphics mode, but 31_04 gives me this error when I try to create world or when I try to enter the game (if I create the world in text mode). This happens with both original and alternative tilesets.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: monk12 on May 17, 2010, 09:49:03 pm
Huh. I'm playing on a laptop with no numpad, so I normally remap the secondary menu navigation keys to Equals and Minus. However, trying to change the key bindings in game has allowed me to set Equals as the new move up key, but it does not register Minus as the new move down key. Much more irritatingly, this means that when resizing a room I can make it smaller, but not larger. I can work around it, but it is a pain in the butt now that i'm in the Big Room makin' business.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mr Frog on May 17, 2010, 09:59:13 pm
Hello. I've been getting pretty good FPS (not sure how it compares to 31.03), and it seems to be running fine for the most part, but I'm noticing that it's taking really, really long to load a saved game - upwards of 8 minutes, in most cases. Is this normal? Does anybody have any tips?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 17, 2010, 10:18:16 pm
Is there a solution to the "GPU unable to accomodate texture store" problem on Linux? I am running Ubuntu 10.04 on a Thinkpad R400. The 40d19 is running perfect in graphics mode, but 31_04 gives me this error when I try to create world or when I try to enter the game (if I create the world in text mode). This happens with both original and alternative tilesets.

Tilesets don't work yet. It's a known issue, Baughn says he'll have something up maybe Wednesday. They mention it earlier in the thread...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mr. Accident on May 17, 2010, 10:22:50 pm
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Chrissi on May 17, 2010, 10:31:17 pm

Everything is fine now, the default options just didn't like my 1360x768 screen - even less than the old version did.

Setting the basic tileset to fullscreen at 1360x768 opened up HUGE ranges of visibility I never suspected I could get though, it's almost like playing a new game :)

Your resolution is really 1360x768 and not 1366x768? I find that interesting.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: tuzed on May 17, 2010, 10:42:12 pm
Hey, I have the same problem as most people when attempting to run the game with graphics. The game crashes whenever I press play, or generate world.

I am on a Unibody Macbook, Core 2 Duo, with NVIDIA GeForce 9400M. I am running Snow leopard 10.6.3.

I also get this response from my terminal:
Spoiler (click to show/hide)

With my minimal programming knowledge, I am going to guess that dwarf fortress is not releasing the memory it is using properly. Why this would cause DF to crash is way beyond me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MadWombat on May 17, 2010, 10:48:51 pm
Is there a solution to the "GPU unable to accomodate texture store" problem on Linux? I am running Ubuntu 10.04 on a Thinkpad R400. The 40d19 is running perfect in graphics mode, but 31_04 gives me this error when I try to create world or when I try to enter the game (if I create the world in text mode). This happens with both original and alternative tilesets.

Tilesets don't work yet. It's a known issue, Baughn says he'll have something up maybe Wednesday. They mention it earlier in the thread...

Thanks for the reply, I guess I will wait till then, than :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: bungler on May 17, 2010, 10:50:34 pm
I did a search for "beard" and/or "png" in the advanced search options, limiting the search to the last 3 days, but no mention of the loss of beards, so i'm sorry if this topic have been covered, HOWEVER... I updated to _4_win and my dwarves lost their beards! I saw that the 800x600.bmp has the beards whereas the .png counterpart did not, but changing the init file to .bmp had no change. Can anyone give me a hint?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Greiger on May 17, 2010, 11:02:50 pm
That seems odd, checking my own 800x600 curses png they properly have their beards, maybe there's a typo in the init and it's defaulting to the 640x300?

I know that the 800x600 .png is differently sized than the old ones, but that doesn't explain the beardless icons you are getting.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: bungler on May 17, 2010, 11:14:13 pm
That was it, Greiger, thanks! I had been editing the full screen portion of the init file instead of the windowed (Doh! :P).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: profit on May 17, 2010, 11:39:03 pm
After unpacking I tried it out, and I got a black screen every time I accidentally clicked my mouse wheel.

I was able to work around this by switching my video output to "2D" in the init file...

I am also having problems with the game thinking I am holding down keys that I am not touching, until I actually do press them and let go of them.... Like it will occasionally think I am holding the down arrow, until I actually do press the down arrow... Then it stops.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 17, 2010, 11:54:31 pm
I just had all my dwarves die suddenly during the rain in a v0.31.04 game on a scorching beach. Also, the ocean had no fish. Looks like the rain bug is still around.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: dibujante on May 18, 2010, 12:05:41 am
I get this error :(

Code: [Select]
GPU unable to acommodate texture catalog
I have an nVidia geForce 9800 GTX. Did nVidia surreptitiously pull OpenGL support in their 9-series?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 18, 2010, 12:07:41 am
I get this error :(

Code: [Select]
GPU unable to acommodate texture catalog
I have an nVidia geForce 9800 GTX. Did nVidia surreptitiously pull OpenGL support in their 9-series?

This has been reported several dozen times in this thread.  It's a known bug and Baughn will have it fixed shortly.  Here's the tracker entry. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Martin on May 18, 2010, 12:50:38 am
Right.. sorry, GRAPHICS:ON is not going to work. I wrote the code without reference to an actual working DF, and the graphical output was one thing I couldn't replicate.

I'll get it fixed though, probably on Wednesday, so for now just keep it off?

There you go Martin.


Sweeeet. Its funny, as a programmer, I care less about when the fix will arrive and more relieved that someone knows the source of the bug. Chasing bugs can suuuuuck.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 18, 2010, 01:00:49 am
Hi!

The new placement of the FPS is not a good choice as it blots out the date when you go to the status screen.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 18, 2010, 01:02:37 am
Sweeeet. Its funny, as a programmer, I care less about when the fix will arrive and more relieved that someone knows the source of the bug. Chasing bugs can suuuuuck.

Oh god, static variables.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 18, 2010, 01:03:16 am
Hi!

The new placement of the FPS is not a good choice as it blots out the date when you go to the status screen.

Deathworks

I've been thinking for a while now there should be a key that cycles it through top-left, top-right, bottom-right, and bottom-left.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 18, 2010, 01:30:04 am
Hi!

The new placement of the FPS is not a good choice as it blots out the date when you go to the status screen.

Deathworks

I agree, FPS counter placement should move.

Why do you begin every post with 'Hi!'? I'm getting tired of reading it... not really necessary, just go on to what you need to say, I think it's pretty well assumed that you are... uh... greeting? the board every time you post. Not to be harsh or anything, just... you do it with every single post? Just... why. It's in every single post of yours I have seen. Waste of time, space, and people's time reading it, even if only slightly... If you consider it some kind of trade mark thing or something, I dunno, try the signature feature, at least it's easy to skip over those.


Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Farmerbob on May 18, 2010, 01:32:28 am

Everything is fine now, the default options just didn't like my 1360x768 screen - even less than the old version did.

Setting the basic tileset to fullscreen at 1360x768 opened up HUGE ranges of visibility I never suspected I could get though, it's almost like playing a new game :)

Your resolution is really 1360x768 and not 1366x768? I find that interesting.

Technically it's 1366x768 but the setup instructions to use the TV as a monitor indicate it should be set to screen resolution 1360x768
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Gudamor on May 18, 2010, 02:20:26 am
I agree, FPS counter placement should move.

Why do you begin every post with 'Hi!'? I'm getting tired of reading it... not really necessary, just go on to what you need to say, I think it's pretty well assumed that you are... uh... greeting? the board every time you post. Not to be harsh or anything, just... you do it with every single post? Just... why. It's in every single post of yours I have seen. Waste of time, space, and people's time reading it, even if only slightly... If you consider it some kind of trade mark thing or something, I dunno, try the signature feature, at least it's easy to skip over those.

Could you possibly use less ellipses in the future? I'm getting tired of seeing them abused.

/sarcasm
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dewar on May 18, 2010, 02:47:14 am
I was getting a ton of crashes with my version 31.02 save. Having re-genned a new world and playing on that on and off all day, I've had zero crashes and my FPS has about doubled. Good show!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: onipanda on May 18, 2010, 04:07:18 am
It's amazing how many people keep posting about the graphics not working. Even when people calmly answer the question on the very same page.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FatedTemp on May 18, 2010, 04:39:25 am
Just chiming in to say that apart from the known issues (no graphics etc.) this version is working fine for me. Thanks Toady and Baughn!

Also, about the FPS display, rather than having an init option wouldn't it make more sense to have an in game toggle? Then it doesn't matter where it goes as you can hide it with a key press.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 18, 2010, 04:45:01 am
Hello!

I may be wrong, but I have a theory about the FPS: It seems as if the movie's FPS max (which is 100) is not always replaced by the correct FPS max set in the init.txt (which is 200 in my case).

When I start the game, the FPS slowly go up and I think I am safe when I reach the main menu before the FPS have touched 100 - but that is not yet fully explored. Anyhow, given that 100 FPS is what the movie uses, I do see some merit to its agency in this.

Armrha: See the thread on things making us sad today (before people noticed the PM glitch).

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dante on May 18, 2010, 06:11:37 am
Could you possibly use less ellipses in the future? I'm getting tired of seeing them abused.

/sarcasm

Could you make an attempt to use proper grammar? "fewer ellipses", not "less ellipses".   ;D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Haspen on May 18, 2010, 06:13:17 am
Could you possibly use less ellipses in the future? I'm getting tired of seeing them abused.

/sarcasm

Could you make an attempt to use proper grammar? "fewer ellipses", not "less ellipses".   ;D

OT: To this very day, I thought that 'fewer' and 'less' are interchangeable. Thanks :3
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: SineHacker on May 18, 2010, 06:44:50 am
I've been playing DF for about two years but only signed up to the forum today  8)

haven't tested much yet but as a general report on a macbook 2.4ghz intel core duo:

framerate is generally low in-game, I get around 25fps at best - it was worse with PRINT_MODE:STANDARD, changing it to 2D helped a bit, I haven't tried 2DASYNC yet (any tips on boosting this further?)

Fullscreen works for me but is pretty much unplayable because it makes the screen flicker? tried different resolutions to no avail

some game functions mainly loading are much slower than before but not impossible, like embarking (this always takes a little time), saving and offloading

I will fiddle with the settings some more to see if I can get any further results - so far with playing the game though, no bugs to report!

after 3 embarks there seems to be very few fish in streams and rivers after world gen it seems like starting up the food industry is more fun this time round

aid

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: VDOgamez on May 18, 2010, 06:48:49 am
Well, although I was resisting playing this until the bugs were worked out, I REALLY wanted to play DF. The bugs aren't really as bad for me as I had assumed from looking at the bug tracker. What I'm curious about is: what difference does the graphics setting in the init file make? Lots of people, myself included, have had trouble with it, but all I've seen it doing is turning on custom tilesets.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: snooptodd on May 18, 2010, 07:14:21 am
what difference does the graphics setting in the init file make? Lots of people, myself included, have had trouble with it, but all I've seen it doing is turning on custom tilesets.
Setting GRAPHICS=YES in the init allows the game to display different icons for each animal/npc ie. a dog will look like a dog and not "d" it is possible to change the tileset without turning on GRAPHICS just change FONT or FULLFONT to what ever tileset you want to use and place the tile set in data/art.

Remember the init files are case Sensitive so GRAPHICS=On is not the same as GRAPHICS=ON

edit: if what you are asking is why is GRAPHICS broken I believe baughn has given an explanation somewhere in this thread.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: SineHacker on May 18, 2010, 08:12:47 am
Ok after a little more testing today I'm finding that PRINT_MODE:ACCUM_BUFFER is the best performing setting - I still only get between 25 - 27fps but the game barely stalls to take breaths as it does in any of the 2D modes, except a little one when a message is displayed.

also, sorry my comment was sorta wrong on the fullscreen mode - it works fine unless is set PRINT_MODE to any of the 2D settings

also also, PRINT_MODE:FRAME_BUFFER doesn't work at all, it just gives me a grey screen

one other thing I found, the mouse zoom feels back to front, I tend not to use it anyway but when I roll forwards, it zooms out which feels a bit counter intuitive

anyway, I'm gonna dig me a fortress now
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corona688 on May 18, 2010, 08:34:27 am
I might have the reason music doesn't work in linux:  it's trying to open them as apple files for some reason.  Running strace on dwarfort.exe, and grepping for "^open", I see this:

Code: [Select]
open("data/sound/song_title.ogg", O_RDONLY|O_LARGEFILE) = 9
open("data/sound/song_title.ogg/rsrc", O_RDONLY|O_LARGEFILE) = -1 ENOTDIR (Not a directory)
open("data/sound/._song_title.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/.AppleDouble/song_title.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/song_game.ogg", O_RDONLY|O_LARGEFILE) = 9
open("data/sound/song_game.ogg/rsrc", O_RDONLY|O_LARGEFILE) = -1 ENOTDIR (Not a directory)
open("data/sound/._song_game.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/.AppleDouble/song_game.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
so it not only finds the music it actually opens it!  Then takes a nosedive into lala land as it looks for all kinds of apple crap.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ledgekindred on May 18, 2010, 08:38:57 am
The site finder seems to need a goosing every so often. I set it running. Then being stuck at 1/81 for a minute I went and did something else. Came back and still 1/81. So I pressed buttons at random just to get it to do something, but it started advancing when I hit up-arrow. Then stopped. Hit up-arrow again, same story. It seems to need a hit every time it advances the counter. Maybe the damn thing is waiting for input...

This is true for both the Mac and Win version.

Yes.  Basically it will search one area until you hit a key, then it will search the next area.  It takes ~10 sec or so on my mac laptop, so on a large world with 200+ areas, that's a lot of waiting, pressing a key.  Definitely seems to be a bug.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Zared on May 18, 2010, 08:51:17 am
Windows 7, X64
Radeon Mobility HD 3650

Every draw mode crashes on launch except for the 2D modes, which all work fine.
Even standard!

The last 40D# works for me for all of the 3D modes.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: SineHacker on May 18, 2010, 09:11:39 am
The site finder seems to need a goosing every so often. I set it running. Then being stuck at 1/81 for a minute I went and did something else. Came back and still 1/81. So I pressed buttons at random just to get it to do something, but it started advancing when I hit up-arrow. Then stopped. Hit up-arrow again, same story. It seems to need a hit every time it advances the counter. Maybe the damn thing is waiting for input...

This is true for both the Mac and Win version.

Yes.  Basically it will search one area until you hit a key, then it will search the next area.  It takes ~10 sec or so on my mac laptop, so on a large world with 200+ areas, that's a lot of waiting, pressing a key.  Definitely seems to be a bug.

I found frantically clicking the mouse and swearing helps
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Spike GT on May 18, 2010, 09:16:23 am
Are all future updates going to be like this?  I can't get mine to look right in this version, and am just reverting to 31.03.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: grymwulf on May 18, 2010, 09:18:17 am
i think the mud/pond is broken in 0.31.04 i irrigated via pond and the mud was just partly there

it looked like that:
Code: [Select]
oooxo
oxoox
oxxxo
ooxoo
ooooo

o==pile'o'mud
x== without mud

but the oddest thing is.. the descripton of the tile said... "muddied smthg floor" and sometimes there were piles of mud on that tile.. and sometimes not

Dwarves will clean mud off smoothed floors. Is there any chance this is what's happening?

I had the same thing happen, irrigating from brook - not cleaned, re-flooded and ensured that spot was covered by water, then dries up with no mud but the tile is called "muddied bitumous coal floor"
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Alexei403 on May 18, 2010, 09:25:41 am
Are all future updates going to be like this?  I can't get mine to look right in this version, and am just reverting to 31.03.


I don't believe so. from what I understand of it the merge with the 40d# stuff required a lot of the code to be replaced, resulting in errors. Once this is sorted out, I *think* we're moving onto fixing some of the worse 31.03 bugs. (potentially after some time off for Mr. Toady)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 18, 2010, 09:30:16 am
I might have the reason music doesn't work in linux:  it's trying to open them as apple files for some reason.  Running strace on dwarfort.exe, and grepping for "^open", I see this:

Code: [Select]
open("data/sound/song_title.ogg", O_RDONLY|O_LARGEFILE) = 9
open("data/sound/song_title.ogg/rsrc", O_RDONLY|O_LARGEFILE) = -1 ENOTDIR (Not a directory)
open("data/sound/._song_title.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/.AppleDouble/song_title.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/song_game.ogg", O_RDONLY|O_LARGEFILE) = 9
open("data/sound/song_game.ogg/rsrc", O_RDONLY|O_LARGEFILE) = -1 ENOTDIR (Not a directory)
open("data/sound/._song_game.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/.AppleDouble/song_game.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
so it not only finds the music it actually opens it!  Then takes a nosedive into lala land as it looks for all kinds of apple crap.

.. but music works. o.O

Did you notice this one, might be related? http://www.bay12forums.com/smf/index.php?topic=57492.msg1260020#msg1260020


The site finder seems to need a goosing every so often. I set it running. Then being stuck at 1/81 for a minute I went and did something else. Came back and still 1/81. So I pressed buttons at random just to get it to do something, but it started advancing when I hit up-arrow. Then stopped. Hit up-arrow again, same story. It seems to need a hit every time it advances the counter. Maybe the damn thing is waiting for input...

This is true for both the Mac and Win version.

Yes.  Basically it will search one area until you hit a key, then it will search the next area.  It takes ~10 sec or so on my mac laptop, so on a large world with 200+ areas, that's a lot of waiting, pressing a key.  Definitely seems to be a bug.

I found frantically clicking the mouse and swearing helps

Sounds like the SDL polling for keys is blocking the process for some reason?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Spike GT on May 18, 2010, 09:46:12 am
Are all future updates going to be like this?  I can't get mine to look right in this version, and am just reverting to 31.03.


I don't believe so. from what I understand of it the merge with the 40d# stuff required a lot of the code to be replaced, resulting in errors. Once this is sorted out, I *think* we're moving onto fixing some of the worse 31.03 bugs. (potentially after some time off for Mr. Toady)

Oh, I didn't mean in terms of bugs.  I'd never fuss about bugs with a game as neat as DF.  What I mean is the whole thing with the resolution and window sizing stuff.  I just can't get mine to look the way I like it, and I'm wondering if I will be able to keep playing DF the way I have been.  It really screws with my experience of the game when I can't get it to look right.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Krumbs on May 18, 2010, 09:56:40 am
The new build works on my dads newer macbook but not on my mac mini. I'm running version 10.3.9 which 40d worked fine on, does the new version not work on this?
10.3.9 is like 5 years old, Apple tends to phase out support for older systems relatively fast, I wouldn't be surprised. I'd suggest loading Linux on the machine if there was a PPC Linux build of DF, but I doubt we'll ever see that.

Fuck.

Well that's a year of waiting for nothing.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corona688 on May 18, 2010, 09:57:08 am
I might have the reason music doesn't work in linux:  it's trying to open them as apple files for some reason.  Running strace on dwarfort.exe, and grepping for "^open", I see this:

Code: [Select]
open("data/sound/song_title.ogg", O_RDONLY|O_LARGEFILE) = 9
open("data/sound/song_title.ogg/rsrc", O_RDONLY|O_LARGEFILE) = -1 ENOTDIR (Not a directory)
open("data/sound/._song_title.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/.AppleDouble/song_title.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/song_game.ogg", O_RDONLY|O_LARGEFILE) = 9
open("data/sound/song_game.ogg/rsrc", O_RDONLY|O_LARGEFILE) = -1 ENOTDIR (Not a directory)
open("data/sound/._song_game.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
open("data/sound/.AppleDouble/song_game.ogg", O_RDONLY|O_LARGEFILE) = -1 ENOENT (No such file or directory)
so it not only finds the music it actually opens it!  Then takes a nosedive into lala land as it looks for all kinds of apple crap.

.. but music works. o.O
Really?  In linux?
Quote
Sounds like the SDL polling for keys is blocking the process for some reason?
SDL_PollEvent would not block, SDL_WaitEvent would block.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Greiger on May 18, 2010, 09:58:03 am
Is it the 800X600.png not seeming to be sized the same that is throwing you off?  Back with the 40d# versions I was having that little odd size thing was bothering me as well.

Back in one of the the 40d# threads there should be a .png 800x300cursesold that is has the old proportions.  But I think you can still use the old .bmp files with this version, which could simplify matters.

Found the post in case it is more useful. http://www.bay12forums.com/smf/index.php?topic=40349.msg889535#msg889535
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corona688 on May 18, 2010, 09:59:09 am
The new build works on my dads newer macbook but not on my mac mini. I'm running version 10.3.9 which 40d worked fine on, does the new version not work on this?
10.3.9 is like 5 years old, Apple tends to phase out support for older systems relatively fast, I wouldn't be surprised. I'd suggest loading Linux on the machine if there was a PPC Linux build of DF, but I doubt we'll ever see that.

Fuck.

Well that's a year of waiting for nothing.
Welcome to the Apple treadmill, please bend over and accept the brand while your wallet is looted for the Apple Cause.  Have you bought this years' latest and greatest machine yet?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Thief^ on May 18, 2010, 10:11:13 am
Windows 7, X64
Radeon Mobility HD 3650

Every draw mode crashes on launch except for the 2D modes, which all work fine.
Even standard!

The last 40D# works for me for all of the 3D modes.

Same here, except on Vista x64, on a desktop pc. My 7 x64 pc works fine. And both have nvidia cards (GTX 260 in the crasher, GTX 285 in the working one).
EDIT: And graphics is off. This is a proper crash, not the graphics not working error message.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Spike GT on May 18, 2010, 10:15:32 am
Is it the 800X600.png not seeming to be sized the same that is throwing you off?  Back with the 40d# versions I was having that little odd size thing was bothering me as well.

Back in one of the the 40d# threads there should be a .png 800x300cursesold that is has the old proportions.  But I think you can still use the old .bmp files with this version, which could simplify matters.

Found the post in case it is more useful. http://www.bay12forums.com/smf/index.php?topic=40349.msg889535#msg889535

Yes, thank you, thank you very much for that.  It's not quite exactly the same, but it's close enough that it does not bother me.  Now to just remember to copy that file over every time an update comes out.

EDIT: Now to just figure out which of these print modes to use so that it isn't slower than the other version!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 18, 2010, 10:27:40 am
Really?  In linux?
Aye. Intro has sounds, menu has music, in-game has music. I think somebody else with Ubuntu reported success too with sounds.

This is what comes out when starting DF:
Quote
Sound devices available:
ALSA Software
OSS Software
Picking ALSA Software. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Perfect OpenAL context attributes GET
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Alexei403 on May 18, 2010, 10:32:24 am
Are all future updates going to be like this?  I can't get mine to look right in this version, and am just reverting to 31.03.


I don't believe so. from what I understand of it the merge with the 40d# stuff required a lot of the code to be replaced, resulting in errors. Once this is sorted out, I *think* we're moving onto fixing some of the worse 31.03 bugs. (potentially after some time off for Mr. Toady)

Oh, I didn't mean in terms of bugs.  I'd never fuss about bugs with a game as neat as DF.  What I mean is the whole thing with the resolution and window sizing stuff.  I just can't get mine to look the way I like it, and I'm wondering if I will be able to keep playing DF the way I have been.  It really screws with my experience of the game when I can't get it to look right.

Hmm. I think they'll be fixing all the issues with the resizing and the flickering and the general not working-ness of it. So if it isn't how you like it, you will be able to make it how you like it.

I think. As to whether this is going to be possible in the very next release, I dunno.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 18, 2010, 11:35:35 am
Windows 7, X64
Radeon Mobility HD 3650

Every draw mode crashes on launch except for the 2D modes, which all work fine.
Even standard!

The last 40D# works for me for all of the 3D modes.

You probably need to update your drivers.  In fact, that goes for everyone in this thread who's getting frame rates way too low for their CPU.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 18, 2010, 11:37:33 am
I get sound on my linux machine too - Ubuntu 10.04, using the ALSA sound output.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ledgekindred on May 18, 2010, 01:18:36 pm

[/quote] SDL_PollEvent would not block, SDL_WaitEvent would block.
[/quote]

There was a bug report linked for the site-finder-wait-for-keypress issue a couple pages back that I just noticed.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Quatch on May 18, 2010, 01:53:56 pm
@foop: I've had that problem on my macbook pro.  For whatever reason it's doesn't like the "delete" as a "Backspace" key.  I fixed it by editing interface.txt by hand and finding and changing these lines:

[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]
Thank you. I kept asking for how to fix this. It needs to be made default.

Acid Bug still appears to be around, 6 of my dwarves just died about 45 minutes into playing. :(

Edit: Screenshot, for whatever it's worth...
Spoiler (click to show/hide)
Looks like it just became summer. Are you in some exceptionally hot place? First summer? Toady says he fixed a day/night temperature problem, you may have a seasonal problem.

Why do you begin every post with 'Hi!'?

While I agree it is irritating to have someone regularly defy protocol, you'd best not point it out. As I recall last time that happened, someone got banned in the ensuing flamewar.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Phreck on May 18, 2010, 02:18:21 pm
Anyone gotten tilesets to work with a 64-bit version of Linux?  I'm using 64-bit Ubuntu 10.04, and whenever I start the game I get the following:
/usr/lib/gio/modules/libgvfsdbus.so: wrong ELF class: ELFCLASS64
Failed to load module: /usr/lib/gio/modules/libgvfsdbus.so

I've used a program called getlibs to install the 32-bit version of that.  But it installs it to /usr/lib32/, and it seems DF isn't looking for the shared library there.  I put "export LD_LIBRARY_PATH=/usr/lib32/" in the df script, but still same error.  The game will load to the start screen, but once I try to either generate a world or continue a save it crashes with a segmentation fault.  If I set Graphics:NO, then everything seems to work fine, I can play just fine, but I don't feel comfortable playing without the Mayday tileset yet.

Either way I'm really excited about the Linux version being out now, running 0.31.03 in Wine was killer.  I got over 100 dwarves and it slowed down to about 15 FPS. 

Well anyone have any ideas?  I'm comfortable trying things out if need be.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 18, 2010, 02:28:07 pm
Graphics simply does not work right now. I'll look at it tomorrow.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Phreck on May 18, 2010, 02:46:39 pm
Graphics simply does not work right now. I'll look at it tomorrow.

Ahh ok, good to know, sorry if you said it before.  Didn't want to look through 25 pages.  Thanks though!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 18, 2010, 02:53:51 pm
/usr/lib/gio/modules/libgvfsdbus.so: wrong ELF class: ELFCLASS64
Failed to load module: /usr/lib/gio/modules/libgvfsdbus.so
If DF starts with that error, then don't bother about it. Gnome Virtual File System certainly isn't a library dependency for DF, probably something else in your system causing the error. Why it gets attempted to be loaded in the first place, I do not know.

The game will load to the start screen, but once I try to either generate a world or continue a save it crashes with a segmentation fault.  If I set Graphics:NO, then everything seems to work fine
I don't think anybody mentioned anything about segfaults in this thread yet. Wait and see until Baughn gets the graphics mode fixed. If it still segfaults then you're in the same boat with this guy (http://www.bay12forums.com/smf/index.php?topic=50514.msg1069718;topicseen#msg1069718 (http://www.bay12forums.com/smf/index.php?topic=50514.msg1069718;topicseen#msg1069718)). I guess anything could cause it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deon on May 18, 2010, 02:55:15 pm
If you cannot play without graphics, replace some unneeded tiles with creature tiles and enjoy. That's how I've made my emergent release for all graphic wh lovers :P.

It's actually better than real graphics mode because you are able to assign different tiles to male and female creatures.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Thief^ on May 18, 2010, 02:55:36 pm
Windows 7, X64
Radeon Mobility HD 3650

Every draw mode crashes on launch except for the 2D modes, which all work fine.
Even standard!

The last 40D# works for me for all of the 3D modes.

You probably need to update your drivers.  In fact, that goes for everyone in this thread who's getting frame rates way too low for their CPU.

Updating to the April driver release in Windows Update sorted my crash. I wonder what it was?
EDIT: Except for a function call into a NULL function pointer, which is what my debugger told me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ledgekindred on May 18, 2010, 03:14:10 pm
@foop: I've had that problem on my macbook pro.  For whatever reason it's doesn't like the "delete" as a "Backspace" key.  I fixed it by editing interface.txt by hand and finding and changing these lines:

[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]
Thank you. I kept asking for how to fix this. It needs to be made default.

The problem with making it default is that "Backspace" and "Delete" send different keycodes, so changing it by default would probably make "Backspace" stop working.  (I only have the Macbook Pro which just has the "delete" so I can't say for sure if a Mac keyboard with a "Backspace" key would stop working with the change.)  Baughn might be able to shed some light on it, since this is probably a SDL-input related thing.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Quatch on May 18, 2010, 03:32:22 pm
@foop: I've had that problem on my macbook pro.  For whatever reason it's doesn't like the "delete" as a "Backspace" key.  I fixed it by editing interface.txt by hand and finding and changing these lines:

[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]
Thank you. I kept asking for how to fix this. It needs to be made default.

The problem with making it default is that "Backspace" and "Delete" send different keycodes, so changing it by default would probably make "Backspace" stop working.  (I only have the Macbook Pro which just has the "delete" so I can't say for sure if a Mac keyboard with a "Backspace" key would stop working with the change.)  Baughn might be able to shed some light on it, since this is probably a SDL-input related thing.

Probably is. Game ought to come with 4 preset groups of key configs: full keyboard, laptop; then a mac version thereof (delete instead of backspace). Those seem to get the most question threads on the forum.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: smjjames on May 18, 2010, 03:35:40 pm
@foop: I've had that problem on my macbook pro.  For whatever reason it's doesn't like the "delete" as a "Backspace" key.  I fixed it by editing interface.txt by hand and finding and changing these lines:

[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]
Thank you. I kept asking for how to fix this. It needs to be made default.

The problem with making it default is that "Backspace" and "Delete" send different keycodes, so changing it by default would probably make "Backspace" stop working.  (I only have the Macbook Pro which just has the "delete" so I can't say for sure if a Mac keyboard with a "Backspace" key would stop working with the change.)  Baughn might be able to shed some light on it, since this is probably a SDL-input related thing.

Probably is. Game ought to come with 4 preset groups of key configs: full keyboard, laptop; then a mac version thereof (delete instead of backspace). Those seem to get the most question threads on the forum.

It can depend on the laptop configuration. While my laptop does have a keypad, many laptops don't, especially the smaller laptops.

Edit: Speaking of key configs, when I was looking at the keybindings the other day for this, I noticed that there wasn't a keybinding option to exit out of the embark screen, maybe thats why the esc key isn't working for those? I know Toady wants to concentrate on merge bugs here, but I was just having an inspiration flash of how the bug I had mentioned earlier could be connected.

Or maybe compare the screen keybindings for the embark screen between 40D and 31.##?

I'll let you guys get back to the merge related stuff.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: CaveLobsterShell on May 18, 2010, 04:30:11 pm
I just had all my dwarves die suddenly during the rain in a v0.31.04 game on a scorching beach. Also, the ocean had no fish. Looks like the rain bug is still around.

It was a bug in worldgen. You'll need to gen a new world to avoid it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: lumikant on May 18, 2010, 04:36:06 pm
I've had no issues with sound in Ubuntu, only the crash when trying to create a squad.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ManaUser on May 18, 2010, 04:54:09 pm
The problem with making it default is that "Backspace" and "Delete" send different keycodes, so changing it by default would probably make "Backspace" stop working.  (I only have the Macbook Pro which just has the "delete" so I can't say for sure if a Mac keyboard with a "Backspace" key would stop working with the change.)  Baughn might be able to shed some light on it, since this is probably a SDL-input related thing.

Probably is. Game ought to come with 4 preset groups of key configs: full keyboard, laptop; then a mac version thereof (delete instead of backspace). Those seem to get the most question threads on the forum.
It would definitely be nice to have a couple present layouts (especially one for laptops), but in this case it should work fine to simply bind both keys:
Code: [Select]
[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Backspace]
[SYM:0:Delete]
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 18, 2010, 05:55:17 pm
Well, I have tried just about everything - I simply cannot play the new version (Legacy works fine, of course.) due to the horrid framerate, regardless of my init settings. I hope to god toady keeps up with legacy versions. I'd hate to have to stop. I know a new computer would probably fix this, but I simply cannot afford one. All I have is a T2082 Emachine with 1 gig of ram. It cant really run anything from after 2007. Im dealing with it, though.


Anyway, great job on the new version, again, toady, regardless of my issue. You did well on the merge.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: AbacusWizard on May 18, 2010, 05:55:42 pm
Mac version? Woohoo! Thank you Toady!

*plays for a while*

The new underground is fantastick. The new military system is bizarre but I can see how useful it will be once I get used to it.

Has anyone else noticed that smithing goblets out of gold ends up producing iron goblets instead?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: sbr on May 18, 2010, 06:03:32 pm
Mac version? Woohoo! Thank you Toady!

*plays for a while*

The new underground is fantastick. The new military system is bizarre but I can see how useful it will be once I get used to it.

Has anyone else noticed that smithing goblets out of gold ends up producing iron goblets instead?

That is a known bug since the .31 version came out.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 18, 2010, 06:06:48 pm
Well, I have tried just about everything - I simply cannot play the new version (Legacy works fine, of course.) due to the horrid framerate, regardless of my init settings. I hope to god toady keeps up with legacy versions. I'd hate to have to stop. I know a new computer would probably fix this, but I simply cannot afford one. All I have is a T2082 Emachine with 1 gig of ram. It cant really run anything from after 2007. Im dealing with it, though.

Have you tried updating your graphics drivers?

Also, what size worlds are you using, and what size sites are you embarking on?  "Averaging 80 fps at embark" (http://www.bay12forums.com/smf/index.php?topic=57492.msg1260168#msg1260168) isn't necessarily bad, depending on circumstances.

Has anyone else noticed that smithing goblets out of gold ends up producing iron goblets instead?

That is a known bug since the .31 version came out.

Yup.  Tracker entry. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=93)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: bloodtoes on May 18, 2010, 06:07:26 pm
It's a dwarf fortress lunch hour! Some notes about my experience with this in Mac and Linux. A lot of this is repeat but there might be something new.

Machines used:
Windows: Dell Desktop | Vista Business SP1 64-bit | Intel Core 2 Quad CPU (Q6700) @ 2.66 GHz | nVidia Geforce 9800 GX2
Mac: MacBook Pro | MacOS 10.6.7 | Intel Core 2 Duo @ 2.66 GHz | nVidia Geforce 9600M GT
Linux: Dell Studio XPS 16 | Ubuntu 10.4 64-bit | Intel Core i5 M 540 @ 2.53GHz | ATI Mobility Radeon HD 4670

In general:
- Fortress location search takes unbearably long. I actually had pretty good results with it in .03 although I heard/read it was  broken. Maybe I was just lucky. Anyway it really drags now. I can pound escape to get through it but it seems each time I hit escape it just advances to the next number rather than aborting the search, until it gets to the end.
- "Offloading Units" after world generation seems like it takes much longer on all 3 platforms than it previously used to.

On mac: Macbook Pro / MacOS 10.6.7
- Backspace/delete issue, MacBook Pro only has delete. Function+delete I think is commonly used for backspace, but did nothing.

On Linux: Dell Studio XPS laptop / Ubuntu 10.4
- Had the libncursesw error until I installed the 32-bit curses library and rebooted
- Also had the jpeg error, no option available from ubuntu repositories that I could see. Installing the library built by someone in this thread (I'd give props but I forget the name, sorry :D) to the libs/ subfolder worked just fine.
- No issues with sound. In fact I didn't realise I had sound cranked on the machine and so serenaded my coworkers with the sounds of Dwarf Fortress's intro and menu music. :D

Draw modes:
All modes worked on all 3 machines. At least I think they did. I also tested the mode "HAHARANDOMWUT" and it worked as well. Does it backpedal if a certain mode fails or is unrecognised? How I can I verify what mode is actually being used?

I need to test them on a game which drags down the game step rate as I only had new worlds to test with here. I set the G_FPS and FPS to 100 each and with all GL modes game refresh and graphics refresh would loiter between 80 and 100, with the graphics refresh matching the game refresh. 2D, 2DSW and 2DASYNC all ran at about 24 graphical fps with 100 game fps, with PARTIAL increasing graphical refresh to the cap though introducing some apparent glitches with higher values producing more glitches (I tested 2 and 15. 15 gives a nice motion trail effect.. )

ARB_SYNC did not work on any of the machines.

Previous releases had huge graphical corruption issues on the ATI machine in Windows unless I used PARTIAL mode. Those are gone.

TEXT mode is good for a cackle and works fine.

I haven't had a chance to test all this on a real game, I just generated a new world on each machine. I'm interested to see how each mode responds with my mega fortress at home.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Zared on May 18, 2010, 07:40:45 pm
Windows 7, X64
Radeon Mobility HD 3650

Every draw mode crashes on launch except for the 2D modes, which all work fine.
Even standard!

The last 40D# works for me for all of the 3D modes.

You probably need to update your drivers.  In fact, that goes for everyone in this thread who's getting frame rates way too low for their CPU.

Newest version of all drivers, sadly.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 18, 2010, 07:59:48 pm
Windows 7, X64
Radeon Mobility HD 3650

Every draw mode crashes on launch except for the 2D modes, which all work fine.
Even standard!

The last 40D# works for me for all of the 3D modes.

You probably need to update your drivers.  In fact, that goes for everyone in this thread who's getting frame rates way too low for their CPU.

Newest version of all drivers, sadly.

Did you get any crash message?  If it was the "GPU unable to accommodate texture catalog" crash that everyone else has been talking about, turn off graphics.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Zared on May 18, 2010, 08:10:08 pm
No messages, graphics is off, which is why it works on any of the 2D modes.  I just get an all-white window of the correct size, and a "Dwarf Fortress.exe has stopped responding" window over top 1/10th of a second later.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Zared on May 18, 2010, 08:17:45 pm
Oh...I'm dumb.  Downloaded GDB to see where the crash was, it was in opengl32!glColor3f, in "./opengl32.dll"  Guess I should have deleted the Accelerator when I installed over the old version :(  Runs well now, I'll post if I run into other issues lol
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: uber pye on May 18, 2010, 08:18:42 pm
alas poor fluffy wammbler you can now rest in peace  :'(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 18, 2010, 08:20:50 pm
Oh...I'm dumb.  Downloaded GDB to see where the crash was, it was in opengl32!glColor3f, in "./opengl32.dll"  Guess I should have deleted the Accelerator when I installed over the old version :(  Runs well now, I'll post if I run into other issues lol

Haha.  You get major anti-dumb points for using GDB to track it down, so it's all good.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Grocer on May 18, 2010, 08:28:35 pm
Well that's a year of waiting for nothing.

Unless there's some other reason you have for not upgrading I'd suggest just grabbing a copy from somewhere.  10.4 supports both PPC and the 'Classic enviroment.'  10.5 drops the classic, but does run on PPC.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The Doctor on May 18, 2010, 08:31:01 pm
I can't seem to zoom in or out ._.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on May 18, 2010, 08:46:34 pm
It goes on so long! argh, why did you make it end year 1050!?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: daremodf on May 18, 2010, 08:58:46 pm
The Linux version does not run at all out of the box on Fedora, because SELinux doesn't like it:
Quote
The dwarfort.exe application attempted to load /home/daremo/games/df_linux/libs/libgraphics.so which requires text relocation. This is a potential security problem.
The same thing will probably happen on any version of Linux that uses SELinux for security.

Digging deeper, it seems that the reason libgraphics.so causes this error is that the copy of zlib in it was not compiled with -fpic.  Adding that to the compilation commands ought to fix this, and it shouldn't affect anything else, so hopefully it's a quick win!

There's a short-term workaround, though it's not a very nice one: it's possible, by typing the right combination of cryptic commands, to add a temporary security-policy exception for this library.  With that in place, the game works fine (complete with music)!  Yay for another Linux game!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aklyon on May 18, 2010, 09:00:52 pm
It goes on so long! argh, why did you make it end year 1050!?
you can stop it whenever, you know. I think spacebar pauses it, then you can push Q (i think) to use world as it currently exists.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Greiger on May 18, 2010, 09:05:01 pm
It goes on so long! argh, why did you make it end year 1050!?

Thats the year DF has always been set to end worldgen by default.  Just in .40 the megabeasts all died extremely quickly and almost always hit the "if # megabeasts < 80% stop worldgen early if after # years" check.

Now the megabeasts actually survive worldgen, worldgen usually lasts the full 1050 years like it used to.

You can always change the end year in the worldgen params, or even just hit the pause worldgen button anytime during gen, and hit u to cause the worldgen to save the world and stop worldgen in whatever state you paused it at.

Nin nin nin.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: purplearcanist on May 18, 2010, 09:53:47 pm
Ok, I have a bug in linux. Don't know if this has been reported, but when I create creatures in the arena mode, they randomly seem to suffocate.

Also, I try to generate a world.  When the world gen screen goes to Importing civilizations, I get an error stating that "One of the compressed files on disk has errors in it.  Restore from backup if you are able.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: purplearcanist on May 18, 2010, 10:00:49 pm
Ok, I have a bug in linux. Don't know if this has been reported, but when I create creatures in the arena mode, they randomly seem to suffocate.

Also, I try to generate a world.  When the world gen screen goes to Importing civilizations, I get an error stating that "One of the compressed files on disk has errors in it.  Restore from backup if you are able.

Looks like the error was that I extracted it all when there was a bunch of old files still.  Rest assured, it works now.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: blinking icons on May 18, 2010, 10:01:33 pm

You don't have any idea of just how much I envy you that your computer is good enough for you to be able to consider 40 fps abysmal. Sure, on my desktop, I usually get around 250 fps too and that's good, but on my laptop, 25 is the norm (even in the previous version). And it's still fairly playable, I'd say. I also haven't experienced anything that could be described as "interface jerkyness", maybe it's an unrelated issue.


7 idle dwarves at embark @40FPS means 30FPS once they get to work, 20 FPS with 20 dwarves and open caverns and at 60 dwarves it becomes unplayable - and in comparison to 31.03 on my (fairly old) machine that is abysmal. For a "speedup release".
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dabi on May 18, 2010, 10:32:18 pm
Well, I have tried just about everything - I simply cannot play the new version (Legacy works fine, of course.) due to the horrid framerate, regardless of my init settings. I hope to god toady keeps up with legacy versions. I'd hate to have to stop. I know a new computer would probably fix this, but I simply cannot afford one. All I have is a T2082 Emachine with 1 gig of ram. It cant really run anything from after 2007. Im dealing with it, though.


Anyway, great job on the new version, again, toady, regardless of my issue. You did well on the merge.
Did 40D work for you? It may be something toady has done.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: profit on May 18, 2010, 11:23:17 pm
I have noticed another really odd bug... After world generation, if I set FPS:0 in my init (or initd) file, it offloads units MUCH faster than if I have a setting like FPS:50 or some other number.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: profit on May 18, 2010, 11:24:42 pm

Well, I have tried just about everything - I simply cannot play the new version (Legacy works fine, of course.) due to the horrid framerate, regardless of my init settings. I hope to god toady keeps up with legacy versions. I'd hate to have to stop. I know a new computer would probably fix this, but I simply cannot afford one. All I have is a T2082 Emachine with 1 gig of ram. It cant really run anything from after 2007. Im dealing with it, though.


Anyway, great job on the new version, again, toady, regardless of my issue. You did well on the merge.
Have you tried using 2D as a rendering option. I believe that basically turns it into a legacy version.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Soadreqm on May 19, 2010, 03:02:20 am
On Eee PC 901, running Ubuntu Linux 8.10:

Trying to form a second squad crashes, due to a "buffer overflow". The first squad was made back in .03, so I'm not sure whether it's forming the second squad or forming squads in general that does it. Happens when selecting uniform.

Using FRAME_BUFFER segfaults. ACCUM_BUFFER and PARTIAL seem to work, mostly. The framerate is better than without them, too.

Setting textures to "linear" causes really weird flickering, everything being fuzzy and graphical lag.

When the DF window is visible, the laptop speakers make a constant, soft, almost inaudible noise. They certainly shouldn't be doing that. I have headphones connected, and the laptop speakers should pretty much stay quiet no matter what. I find this absolutely baffling. It only happens when the DF window is visible on the screen, and updating; that is, not when saving or loading a game. It's quiet enough that I can ignore it, but still kind of creepy. DF sound is turned off from the init settings.

Zooming doesn't seem to work. Or rather, changing grid size doesn't seem to work. When changing window size, you get bigger tiles rather than more of them. On some settings, the grid size also seems to be locked to 80x25, with changing it in the init only changing window size and not actual grid size.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 19, 2010, 03:07:51 am
Trying to form a second squad crashes, due to a "buffer overflow". The first squad was made back in .03, so I'm not sure whether it's forming the second squad or forming squads in general that does it. Happens when selecting uniform.

Known bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1925)

When the DF window is visible, the laptop speakers make a constant, soft, almost inaudible noise. They certainly shouldn't be doing that. I have headphones connected, and the laptop speakers should pretty much stay quiet no matter what. I find this absolutely baffling. It only happens when the DF window is visible on the screen, and updating; that is, not when saving or loading a game. It's quiet enough that I can ignore it, but still kind of creepy. DF sound is turned off from the init settings.

Wild guess here, but this may the result of some kind of electronic interference in your sound hardware.  See if you can replicate it with other games/applications.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 19, 2010, 04:14:42 am
When the DF window is visible, the laptop speakers make a constant, soft, almost inaudible noise. They certainly shouldn't be doing that. I have headphones connected, and the laptop speakers should pretty much stay quiet no matter what. I find this absolutely baffling. It only happens when the DF window is visible on the screen, and updating; that is, not when saving or loading a game. It's quiet enough that I can ignore it, but still kind of creepy. DF sound is turned off from the init settings.

Wild guess here, but this may the result of some kind of electronic interference in your sound hardware.  See if you can replicate it with other games/applications.

Yeah, I use to get the same thing when I had an internal sound card. If I really cranked the volume, I could hear interference just from moving a window around. I got an electric guitar amp and ran the cable from my sound card and through the case and turned the gain up insanely and you could hear all kinds of crazy stuff, sounds to correlate with almost every action you took on the computer. I would guess it's that too.

Good solution though would just be to turn off the speakers when you are playing or lower the volume of the speakers.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Lord Shonus on May 19, 2010, 04:22:44 am
Especially in a laptop,  the hard drive or fans can cause signal noise.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Soadreqm on May 19, 2010, 04:29:42 am
soft, almost inaudible noise
Wild guess here, but this may the result of some kind of electronic interference in your sound hardware.  See if you can replicate it with other games/applications.
Could be. I mucked around a bit, and it seems that it's always there, and DF makes it considerably louder. I seldom do anything graphics-intensive on this computer, which would explain why I never heard it before.
Good solution though would just be to turn off the speakers when you are playing or lower the volume of the speakers.
That doesn't work. They're internal speakers, so I can't just turn them off, and the volume settings do absolutely nothing. Not that it matters that much.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: G-Flex on May 19, 2010, 04:35:30 am
One thing I did to eliminate the majority of the noise/interference in my laptop's audio (this may be different in versions of Windows past XP, but the principle still should apply):


Basically, the point is to eliminate whatever sources of interference there are that aren't actually doing anything, and some of the output stages you aren't using might be accumulating some from whatever surrounding electronics.


Also, amplifying a lot (as in having the master volume turned up high in the volume control) amplifies the noise too, so keeping the other volumes up high (say, leaving "Wave" or whatever it's called turned up to near-max/max and leaving Master Volume lower) can help, since you're doing less amplification of the signal (which then includes the noise).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 19, 2010, 04:45:29 am
When the DF window is visible, the laptop speakers make a constant, soft, almost inaudible noise. They certainly shouldn't be doing that. I have headphones connected, and the laptop speakers should pretty much stay quiet no matter what. I find this absolutely baffling. It only happens when the DF window is visible on the screen, and updating; that is, not when saving or loading a game. It's quiet enough that I can ignore it, but still kind of creepy. DF sound is turned off from the init settings.

My guess: The noise is caused by the heavy work your GPU is doing, assuming you get the sound only in 31.04


You don't have any idea of just how much I envy you that your computer is good enough for you to be able to consider 40 fps abysmal. Sure, on my desktop, I usually get around 250 fps too and that's good, but on my laptop, 25 is the norm (even in the previous version). And it's still fairly playable, I'd say. I also haven't experienced anything that could be described as "interface jerkyness", maybe it's an unrelated issue.


7 idle dwarves at embark @40FPS means 30FPS once they get to work, 20 FPS with 20 dwarves and open caverns and at 60 dwarves it becomes unplayable - and in comparison to 31.03 on my (fairly old) machine that is abysmal. For a "speedup release".

Seriously, I'm playing with a fairly cheap laptop bought over an year ago (HP 6735s) and I'm able to kick 58fps with 57 dwarves. SHADER seems to work the best, but ACCUM_BUFFER and FRAME_BUFFER still give me a nice ~55fps. With 31.03 this would be unplayable for me ..

I don't know what is your definition of "fairly old", but even my old desk computer makes better FPS than this laptop. And that fella has an 8-year old GPU (radeon 9600), though the processor is a bit newer dual core.

Maybe time to move on from the 486dx4?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 19, 2010, 05:26:34 am
So i dug through the graphic library source a bit and made a version actually working with graphic. I attached the modified source here (http://rs737.rapidshare.com/files/389103807/libgraphics.zip) along with a pre-compiled library for Linux. I changed quite a bit of stuff wile digging as i think many would agree with me that this is messy code, but the main place to look is in textures.cpp::testTextureSize, am lazy and mostly only commented the check out (it's almost impossible for it to fail legitimately anyway). Enjoy and might the Schwartz be with you. Note that i only tested the 2D mode and wouldn't be surprised if nothing else work with this version.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 19, 2010, 05:27:48 am
Now can i has a windows build pretty please?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: snooptodd on May 19, 2010, 07:27:19 am
Well, I have tried just about everything - I simply cannot play the new version (Legacy works fine, of course.) due to the horrid framerate, regardless of my init settings. I hope to god toady keeps up with legacy versions. I'd hate to have to stop. I know a new computer would probably fix this, but I simply cannot afford one. All I have is a T2082 Emachine with 1 gig of ram. It cant really run anything from after 2007. Im dealing with it, though.


Anyway, great job on the new version, again, toady, regardless of my issue. You did well on the merge.

I think that should run ok from looking at the specs. The only board I have with the via km266 is dead so I cant check. maybe somebody else can chime in that has similar specs.

i would defiantly check for updated drivers.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: tastypaste on May 19, 2010, 10:25:54 am
It goes on so long! argh, why did you make it end year 1050!?
you can stop it whenever, you know. I think spacebar pauses it, then you can push Q (i think) to use world as it currently exists.

You'll have lots more megabeasts. That's either good or bad depending on your point of view, but it's something to be aware of when messing with worldgen.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rose on May 19, 2010, 10:35:38 am
any megabeasts that would be killed in worldgen are megabests that don't need to be worried about
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ledgekindred on May 19, 2010, 10:48:48 am
now I've had a chance to do some worldgen and play a little bit and I've noticed a couple of things.

After three or four worldgens and a number of embarks I'm still getting the "nothing to catch" thing, even with embarking with an experienced ambusher/fisherman/trapper.  I thought this was a confirmed bug that was supposed to be fixed in this release.  Has anyone else had luck catching anything with this release?

Something a little odd that might just be random luck, but after genning a few different worlds I've noticed it's virtually impossible to find an embark location without an aquifer.  One map I literally looked at every single tile and found only a half dozen or so without aquifers.  I haven't messed with drainage settings in the worldgen, but this is very different from the 40d versions.  Could this have something to do with the new underground system or am I just a victim of statistics and random number generators?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ManaUser on May 19, 2010, 11:21:31 am
So it's not just me, huh? Aquifers do seem extremely common now. (But I think that was true in .03 too, so it doesn't really belong in this thread.)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ivar360 on May 19, 2010, 11:22:04 am
Something a little odd that might just be random luck, but after genning a few different worlds I've noticed it's virtually impossible to find an embark location without an aquifer.  One map I literally looked at every single tile and found only a half dozen or so without aquifers.  I haven't messed with drainage settings in the worldgen, but this is very different from the 40d versions.  Could this have something to do with the new underground system or am I just a victim of statistics and random number generators?

Just remove the aquifers entirely from your raws. It's what I did after running into the same problems.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Supercharazad on May 19, 2010, 11:23:49 am
NO MORE LAVA RAIN! WOOT!  :P
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Thief^ on May 19, 2010, 11:54:43 am
A lot of aquifiers is a side effect of the new "islands" world generator. Go into "generate with parameters" and choose the other type to get the old land-goes-to-edge-of-world-with-few-aquifiers maps.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 19, 2010, 11:59:06 am
NO MORE LAVA RAIN! WOOT!  :P

I still get the lava rain on seasonal changes sometimes... The biggest problem I am having is the known-bug with the squad creation, though. I can't defend my fort! Which isn't that bad or whatever, but yeah, looking forward to the fix.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 19, 2010, 12:06:52 pm
Well, I have tried just about everything - I simply cannot play the new version (Legacy works fine, of course.) due to the horrid framerate, regardless of my init settings. I hope to god toady keeps up with legacy versions. I'd hate to have to stop. I know a new computer would probably fix this, but I simply cannot afford one. All I have is a T2082 Emachine with 1 gig of ram. It cant really run anything from after 2007. Im dealing with it, though.

Have you tried updating your graphics drivers?

Also, what size worlds are you using, and what size sites are you embarking on?  "Averaging 80 fps at embark" (http://www.bay12forums.com/smf/index.php?topic=57492.msg1260168#msg1260168) isn't necessarily bad, depending on circumstances.

I updated my graphics drivers quite some time ago. It helped on some other programs, but it didn't effect DF.
Tiny worlds, 3x3 embark sites, usually without any water other then murky pools, definitely no waterfalls, and I don't even have a magma sea/hfs.

In all honesty I'd play at that fps until about 20 fps. The only thing thats stopping me is how when I move the screen, it doesnt refresh for a few seconds, leaving trails of dwarves if they move too.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Turambar on May 19, 2010, 12:17:27 pm
NO MORE LAVA RAIN! WOOT!  :P

I still get the lava rain on seasonal changes sometimes... The biggest problem I am having is the known-bug with the squad creation, though. I can't defend my fort! Which isn't that bad or whatever, but yeah, looking forward to the fix.


Nothing Dwarflier than having your fort's population massacred whenever the first wave of ambushers shows up!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 19, 2010, 12:17:54 pm
Rex_nex: Does that include the 2D mode?

(Oh, and also - guys, there is no shader mode. There isn't any point. You'd gain more from using a dual-core CPU.)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 19, 2010, 12:36:34 pm
Hey, Baughn, how goes the quest for graphics? Anything we can do to help or that you need tested?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Arkatufus on May 19, 2010, 01:34:36 pm
Don't know if this is 31.04 version related or not, but my damn mayor just mandated me to make 2 slade items.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Woof on May 19, 2010, 01:49:56 pm
Don't know if this is 31.04 version related or not, but my damn mayor just mandated me to make 2 slade items.


mine keeps mandating adamantine :S
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ledgekindred on May 19, 2010, 01:50:07 pm
A lot of aquifiers is a side effect of the new "islands" world generator. Go into "generate with parameters" and choose the other type to get the old land-goes-to-edge-of-world-with-few-aquifiers maps.

A-hah!  Thanks.  I have had to wait for the Mac release to play with the new release so I wasn't aware of this.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The Doctor on May 19, 2010, 01:52:28 pm
Slade is worse, woof, because you can't mine it.


Kill the noble, and any children he has had. Stupidity like that is not good for the dwarven race.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Woof on May 19, 2010, 01:59:06 pm
Slade is worse, woof, because you can't mine it.


ouch, that's most likely a bug then


adamantine is still bloody annoying though  >:(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 19, 2010, 02:00:34 pm
Don't know if this is 31.04 version related or not, but my damn mayor just mandated me to make 2 slade items.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=782

mine keeps mandating adamantine :S

http://www.bay12games.com/dwarves/mantisbt/view.php?id=1817

Slade is worse, woof, because you can't mine it.

Apparently you can, due to another bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1444
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aklyon on May 19, 2010, 02:08:56 pm
A lot of aquifiers is a side effect of the new "islands" world generator. Go into "generate with parameters" and choose the other type to get the old land-goes-to-edge-of-world-with-few-aquifiers maps.
I have no island worlds and still get a bajillion aquifers.

Slade is worse, woof, because you can't mine it.


ouch, that's most likely a bug then


adamantine is still bloody annoying though  >:(
I got a working slade smelter reaction out of Shaostoul's guide thing, but i believe unminable slade isn't a bug. its just so hard in the raws that you'd have to change something to make it mineable, or something. (didn't we have a thread about that near the 31.01 release?)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 19, 2010, 02:20:36 pm
Slade is worse, woof, because you can't mine it.

ouch, that's most likely a bug then

I got a working slade smelter reaction out of Shaostoul's guide thing, but i believe unminable slade isn't a bug.

I think Woof meant that it's a bug for nobles to mandate slade items.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DoX on May 19, 2010, 03:21:11 pm
Ahoy. Mantis says the [graphics: YES] crash bug has been fixed.

Confirmation? May I go to my Maydaying?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 19, 2010, 03:24:18 pm
If they've fixed it, you'll have to wait for them to put up a download for .31.04b or whatever they decide to call it. Check the /dwarves/ page for updates.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: hans otterson on May 19, 2010, 03:42:56 pm
Okay, so I'm new to DF, but I've been playing 0.28 in linux for a few weeks now. I downloaded 0.31.04, and it simply won't start up. Anyone know what the deal could be? I'm running Ubuntu 8.04, Hardy Heron. Thanks.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Soadreqm on May 19, 2010, 03:50:53 pm
Okay, so I'm new to DF, but I've been playing 0.28 in linux for a few weeks now. I downloaded 0.31.04, and it simply won't start up. Anyone know what the deal could be? I'm running Ubuntu 8.04, Hardy Heron. Thanks.
Try to run it from a terminal window. Does it say anything specific as it refuses to start? You could be missing some vital packet. I was. Have you mucked about with the graphics settings? Same results every time?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Maldevious on May 19, 2010, 03:52:32 pm
Ahoy. Mantis says the [graphics: YES] crash bug has been fixed.

Confirmation? May I go to my Maydaying?

It actually appears that the "resolved" bug was merely closed as it was a duplicate of another entry.

This link leads to the "official" issue.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: hans otterson on May 19, 2010, 03:53:14 pm
Terminal just barely flashes in my dock and then closes. I'll mess around with the graphics and see what's what.

I don't know what a packet is.

EDIT: I messed around with the graphics as much as I know how (changing the resolution and setting them to "YES"). Still nada.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DoX on May 19, 2010, 03:58:38 pm
Ahoy. Mantis says the [graphics: YES] crash bug has been fixed.

Confirmation? May I go to my Maydaying?

It actually appears that the "resolved" bug was merely closed as it was a duplicate of another entry.

This link leads to the "official" issue.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911

Well then. Back to twiddling my thumbs.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Soadreqm on May 19, 2010, 04:03:37 pm
Terminal just barely flashes in my dock and then closes.
Yeah, it does that. Open a terminal window first, and then run DF from it. If you hate terminal windows, you can simply drag-and-drop the df launcher into it. :)
EDIT: I messed around with the graphics as much as I know how (changing the resolution and setting them to "YES"). Still nada.
The thing that could break things is the [PRINT_MODE] setting. Try switching that around.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: hans otterson on May 19, 2010, 04:14:58 pm
The terminal gave me this error: "./dwarfort.exe: error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory".

I tried pretty much every Print Mode, too, and no luck. Thanks for helping me figure this out.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: blinking icons on May 19, 2010, 04:27:02 pm
Seriously, I'm playing with a fairly cheap laptop bought over an year ago (HP 6735s) and I'm able to kick 58fps with 57 dwarves. SHADER seems to work the best, but ACCUM_BUFFER and FRAME_BUFFER still give me a nice ~55fps. With 31.03 this would be unplayable for me ..

I don't know what is your definition of "fairly old", but even my old desk computer makes better FPS than this laptop. And that fella has an 8-year old GPU (radeon 9600), though the processor is a bit newer dual core.

Well, duh. That is pretty much my point. XP SP3, an AMD Athlon with 2Ghz and an ATI Radeon X800 XT PE (with newest drivers) should be enough to give an ok game speed and make use of any code improvements from SDL. Instead it rather halves my speed vrs 31.03 depending on settings. 40d indeed was playable on a 10 year old 500Mhz Intel with onboard graphics.

But we are all digging in the dark anyway (ahah!) unless somebody knows the first thing about what the options do. Maybe the magic combination of PRINT_MODE SINGLE_BUFFER G_FPS_CAP ARB_SYNC VSYNC that works for me is out there..

(50 dwarves, weather off, temp off, small world, 2x2 embark, no roaming animals, brook, 24(21)FPS - Playable, but much slower than it should be.) What actually bugs me more is that none of the options really seem to change anything much.

You know what, the .04 "legacy" version only gives me 31 FPS (although the dwarves actually seem to move faster), so i'll just say f*** this bugfest, I'm off and will return in a few months when the gamebreaking bugs are out.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 19, 2010, 04:36:31 pm
The terminal gave me this error: "./dwarfort.exe: error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory".

I tried pretty much every Print Mode, too, and no luck. Thanks for helping me figure this out.
Why don't you install OpenAL then?

Rex_nex: Does that include the 2D mode?

(Oh, and also - guys, there is no shader mode. There isn't any point. You'd gain more from using a dual-core CPU.)
Häh? I thought it was still included since the shader files are still there. I suppose it defaults to STANDARD if I've been using SHADER?

So i dug through the graphic library source a bit and made a version actually working with graphic. I attached the modified source here (http://rs737.rapidshare.com/files/389103807/libgraphics.zip) along with a pre-compiled library for Linux. I changed quite a bit of stuff wile digging as i think many would agree with me that this is messy code, but the main place to look is in textures.cpp::testTextureSize, am lazy and mostly only commented the check out (it's almost impossible for it to fail legitimately anyway). Enjoy and might the Schwartz be with you. Note that i only tested the 2D mode and wouldn't be surprised if nothing else work with this version.
Ow, download limit reached.


(50 dwarves, weather off, temp off, small world, 2x2 embark, no roaming animals, brook, 24(21)FPS - Playable, but much slower than it should be.) What actually bugs me more is that none of the options really seem to change anything much.
I put G_FPS_CAP to 10. I'm guessing that the number inside the brackets is your current G_FPS. Mine howers between 8-10 during playing. I think it's enough, and hopefully more computing power is left for the .. pathfinding and stuff.

- edit -
I guess G_FPS_CAP default was actually 20, well, that drops my frame rate by almost 10.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 19, 2010, 04:46:06 pm
Well sorry for the rapidshare link i had no idea about the download limit, if someone else want to host it, feel free to do so. We can't sadly attach file here as far as i can see. http://www.mediafire.com/?jgzhmjozjym (hope this wont be limited to a petty 10 upload too...).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 19, 2010, 04:50:00 pm
The DF File Depot (http://dffd.wimbli.com/) is an ideal place to host DF-related files.  There are no download limits.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 19, 2010, 04:57:58 pm
There you go http://dffd.wimbli.com/file.php?id=2379
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Soadreqm on May 19, 2010, 05:02:35 pm
The terminal gave me this error: "./dwarfort.exe: error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory".
Yeah, you're missing the package libopenal1. Fire up Synaptic and do a search for it, or just type "sudo apt-get install libopenal1" in a terminal.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DoX on May 19, 2010, 05:09:17 pm
There you go http://dffd.wimbli.com/file.php?id=2379

So, this is Linux only? Or can I use it for the Windows release. If so, where do I place the files?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 19, 2010, 05:19:07 pm
Rex_nex: Does that include the 2D mode?
Yessir. Just fired it up again. Here's a screenshot, and my init file.
(http://i45.tinypic.com/96gr3t.png)


Init:
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 19, 2010, 05:20:29 pm
There you go http://dffd.wimbli.com/file.php?id=2379

So, this is Linux only? Or can I use it for the Windows release. If so, where do I place the files?

It's Linux only, if Baughn or Toady don't release a fixed version soon i could probably crack my way through a windows version too later tonight.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: fooka on May 19, 2010, 05:50:27 pm
this thread is long enough, but for completeness sake, and at the risk of redundancy (benefiting others who run into this) I'd thought I'd just report this is (still) a problem.

tried to run df 0.31.04 on 64-bit debian to no avail.

a quick "ldd dwarfort.exe" reveals:

$ ldd dwarfort.exe | grep not
        libopenal.so.1 => not found
        libsndfile.so.1 => not found
        libSDL_image-1.2.so.0 => not found

even though the following returns:

$ for i in libopenal.so.1 libsndfile.so.1  libSDL_image-1.2.so.0 ; do locate /usr/lib/$i ; done

/usr/lib/libopenal.so.1
/usr/lib/libopenal.so.1.11.753
/usr/lib/libsndfile.so.1
/usr/lib/libsndfile.so.1.0.21
/usr/lib/libSDL_image-1.2.so.0
/usr/lib/libSDL_image-1.2.so.0.8.2

(and also, later:

$ ldd dwarfort.exe | grep not
        libFLAC.so.8 => not found                                                   
        libvorbisenc.so.2 => not found                                             
        libvorbis.so.0 => not found                                                 
        libogg.so.0 => not found                           
)

so i suspect the following is the problem:
http://www.bay12forums.com/smf/index.php?topic=49921.msg1048990#msg1048990

but i dl'd all the 32-bit versions of the libraries (allbeit from sid instead of squeeze), and after satisfying ldd, I get

Inconsistency detected by ld.so: dl-open.c: 643: _dl_open: Assertion `_dl_debug_initialize (0, args.nsid)->r_state == RT_CONSISTENT' failed!

and teh fail. ;_;

anyone else on debian-64 bit having issues?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: fooka on May 19, 2010, 06:11:49 pm
for completeness, i downloaded the required 32-bit libs from squeeze and tried them (on a fresh install, by adding /usr/lib/* to /df_linux/libs/) and still get:

$ ./df
Inconsistency detected by ld.so: dl-open.c: 643: _dl_open: Assertion `_dl_debug_initialize (0, args.nsid)->r_state == RT_CONSISTENT' failed!

and no worky.

xload works, it's not a DISPLAY= issues.

ldd comes back all libs satisfied.

final list of libs installed from squeeze (or sid):

libflac8 libsdl-image1.2 libvorbisenc2 libogg0 libsndfile1 libopenal1 libvorbis0a

sad faces,
-m
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on May 19, 2010, 06:31:11 pm
In finder, I t goes up by random intervals. And I have to press keys often to get it to do anything.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Arkatufus on May 19, 2010, 06:35:19 pm
Slade is worse, woof, because you can't mine it.
ouch, that's most likely a bug then

I got a working slade smelter reaction out of Shaostoul's guide thing, but i believe unminable slade isn't a bug.

I think Woof meant that it's a bug for nobles to mandate slade items.

Yeah, the noble just asked me to make some items using exploits that he isn't supposed to know about :P
Oh wait, maybe he has seen the DF matrix and knew the exploit is there... time to call in agent smith...

PS: what is the mantisbt thing? do i need to make another account to access it?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aklyon on May 19, 2010, 06:39:55 pm
mantis is the bug tracker. yes you have to make an account.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tellemurius on May 19, 2010, 06:59:35 pm
oh no, the game doesn't work anymore on my computer  :'(.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 19, 2010, 07:12:46 pm
oh no, the game doesn't work anymore on my computer  :'(.
Unless you have a better description, we can't help you.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: hans otterson on May 19, 2010, 07:36:28 pm
The terminal gave me this error: "./dwarfort.exe: error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory".
Yeah, you're missing the package libopenal1. Fire up Synaptic and do a search for it, or just type "sudo apt-get install libopenal1" in a terminal.

Thanks, but it doesn't seem to work. I get: "E: Couldn't find package libopenal1". I went to Synaptic and didn't find "libopenal1", though I have other openAL stuff.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tellemurius on May 19, 2010, 07:48:00 pm
oh no, the game doesn't work anymore on my computer  :'(.
Unless you have a better description, we can't help you.
graphics, i have a intel 865 internal, toady finally made my computer obsolete.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: madrain on May 19, 2010, 09:12:07 pm
oh no, the game doesn't work anymore on my computer  :'(.
Unless you have a better description, we can't help you.
graphics, i have a intel 865 internal, toady finally made my computer obsolete.
Turn graphics off.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tayron on May 19, 2010, 09:12:33 pm
Graphics?  You got the 'update your GPU' error?
If so, it's a known issue, and should hopefully be fixed soon.  Until then, you have to keep graphics turned off.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: void on May 19, 2010, 10:03:39 pm
Experiencing a rather strange (I think) problem:

the only way I could get DF running smoothly is by setting print mode to
[PRINT_MODE:TEXT]  (i.e. via curses)

ANY OTHER options including
[PRINT_MODE:PARTIAL]
which supposed to draw nothing unless a change occurred result in EXTREMELY low FPS e.g.
FPS: 100 (3)
both in-game and Title Screen :(

It's DF 0.31.04 w/ newest ubuntu 64b, 9600GT, 8GRAM/Q9550.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Narmio on May 19, 2010, 10:08:46 pm
OK, so this works great for me - it's not that much faster than using Baughn's DF accelerator hack, but it works great.

Thing is, I can't get to items in the Stocks window that have more than a few thousand entries. It skips straight past them as if I've hit up (or down) twice. Something about the delay in calculating those is making the keypress repeat.  I'm assuming I could mess around with the key repeat interval to improve this, but I thought I should report it.  I have about 4500 stones in my fortress, and about 4100 webs that are listed as forbidden silk in the Thread stocks as well - it does it there too.  Doesn't happen for my 1100 seeds, but I presume the exact number isn't important, it'll be different for different machines. 

I haven't read this thread, so I'm sorry if this has been reported before.  And I'm not sure if .04 merge-specific bugs are supposed to go here or in the bug tracker or both.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 19, 2010, 10:21:13 pm
$ ./df
Inconsistency detected by ld.so: dl-open.c: 643: _dl_open: Assertion `_dl_debug_initialize (0, args.nsid)->r_state == RT_CONSISTENT' failed!

After googling for that error the best I could find ( http://blog.headius.com/2008/08/libdl-dldebuginitialize-problem-solved.html ), that it was caused by a libc6-686 library. Some folks said, that if it's not a dependency on anything delete it and magic might happen. On Debian the error is mainly produced by Skype, strangely enough. Maybe you should try installing Skype, it might fix the problem too :p

But yeah, in the end, I guess you have a broken library somewhere that's causing the error .



Thanks, but it doesn't seem to work. I get: "E: Couldn't find package libopenal1". I went to Synaptic and didn't find "libopenal1", though I have other openAL stuff.

At least on Arch you just need to install the "openal" package.


Experiencing a rather strange (I think) problem:

the only way I could get DF running smoothly is by setting print mode to
[PRINT_MODE:TEXT]  (i.e. via curses)

ANY OTHER options including
[PRINT_MODE:PARTIAL]
which supposed to draw nothing unless a change occurred result in EXTREMELY low FPS e.g.
FPS: 100 (3)
both in-game and Title Screen :(

It's DF 0.31.04 w/ newest ubuntu 64b, 9600GT, 8GRAM/Q9550.
How much does glxgears give FPS for you?

There you go http://dffd.wimbli.com/file.php?id=2379

Thanks chap, trying it out.
Edit: Didn't work quite as expected :D But it's still mind blowing.
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: iambap on May 19, 2010, 11:02:11 pm
Additionally, the only reason it break enter is that it's the very first binding. If you add a dummy line above that the file survives being saved as UTF-8 mostly unscathed.

Sounds like this is due to notepad and some other text editors automatically adding the BOM when saving UTF-8 (which appears as funky characters  to some programs). Adding the blank line at the beginning of the file should be the way to go.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Metaverse on May 19, 2010, 11:30:08 pm
Forgive me if this has already been mentioned, but the linking screen for levers and pressure plates is 'snaping' to the wrong object. It will function normally and the yellow x will appear on the correct object, but the viewscreen itself will jump the next item on the list, so the 'X' may not be visable, and you cannot 'look around' without deselecting. 
Also, there are some intermittent graphical quirks. (at least for me)
[BLACK_SPACE:NO] Fails to initialize at startup sometimes, and on some occasions will revert mid-game (usually when changing view modes, or alt-tabbing) This will leave the game cornered in the upper left of the screen at 800x600.
I have had some trouble getting blocks in the game to look as crisp (dos-like) as they did in the previous version.
I had some success by using [VSYNC:YES] and [TEXTURE_PARAM:NEAREST].

Otherwise game performance has been vastly improved, running almost 4 times faster on my irrigated 150 dwarf fort.
Thanks for the update, I will post anything else i notice.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: lumikant on May 19, 2010, 11:31:06 pm
Is the crash on squad creation Linux only? Any windows users or mac users having this crash?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: void on May 19, 2010, 11:45:56 pm
How much does glxgears give FPS for you?

around 50k/5s.
on an interesting note, im able to get 50fps w/ wine (bah)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: void on May 19, 2010, 11:48:39 pm
Oh and by the way, is it normal to get a Cave-in right after arrival?
I'm looking at a cave-in message announced on 1st Granite 1051 @ some 38 level.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: detsuo04 on May 19, 2010, 11:48:53 pm
I have searched the internet for the answer to this so i hope you guys can help.  i am trying to run the mike mayday tileset but i get the error "gpu unable to accomodate texture catalog"  Can anyone help me with this problem?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 20, 2010, 12:00:42 am
I have searched the internet for the answer to this so i hope you guys can help.  i am trying to run the mike mayday tileset but i get the error "gpu unable to accomodate texture catalog"  Can anyone help me with this problem?

Holy crap dude. It is answered like 10 times in this thread. Graphics don't work and they are working on it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 20, 2010, 12:02:20 am
No-one ever reads threads. Just tell them "Read the thread".
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: detsuo04 on May 20, 2010, 12:08:55 am
the thread is 32 pages i did a thread search for gpu, graphics, and tile set and got nothing....
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 20, 2010, 12:10:05 am
Strangely, thread searching doesn't work.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Cespinarve on May 20, 2010, 12:16:46 am
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....



Mac OS 10.5.8, ledgekindred's technique of changing backspace to delete in the interface.txt would work... if it let me select anything in Key bindings at all. It does not. Besides that, I'm waiting for working tilesets so i don't get the dreaded ASCII headaches.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 20, 2010, 12:23:07 am
the thread is 32 pages i did a thread search for gpu, graphics, and tile set and got nothing....

Well, that's forgiveable I guess... sorry to act so harshly. But yeah, it's answered on the like fourth page, so a little bit of reading would help.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: void on May 20, 2010, 12:42:08 am
Think someone able should edit the first post and put it into "Known Issues".

I myself *almost* asked that question yesterday before I performed a google search. Mind you, google search leads to so many misleading infos dating back to like two years ago...same errors only they are caused by a totally different reason.
Until I get lucky and struck a native answer vein in exactly this thread via google...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kazang on May 20, 2010, 01:03:21 am
Strangely, thread searching doesn't work.

Terrible forum software is terrible. But DF players should be used to eye forking UIs right?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 20, 2010, 01:24:09 am
Strangely, thread searching doesn't work.

They got a new search engine because the old one, while pretty effective, was way too hard on the server.  The new one is not nearly as flexible, and (from what I can tell) takes a while to index content, and is kind of picky about what words it indexes.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 20, 2010, 01:27:21 am
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....

*sticks nose in air*
A whole punch card? YOU WERE LUCKY TO HAVE A PUNCH CARD! Back in my day, we had to work for a unforgiving blood god (His name was Armok, but we called him "The Player", and not for his notorious pimping of the cats) who usually sacrificed us for a HOLE. But we were ecstatic back then...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dante on May 20, 2010, 02:07:57 am
Oh and by the way, is it normal to get a Cave-in right after arrival?
I'm looking at a cave-in message announced on 1st Granite 1051 @ some 38 level.
Not desired behaviour but pretty normal yeah. It happened occasionally in the old version with ponds/volcano placement, but now with the layers you can start off with all sorts of weird stuff happening underground, like rivers flowing into magma lakes.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jonharson on May 20, 2010, 04:58:05 am
There you go http://dffd.wimbli.com/file.php?id=2379

So, this is Linux only? Or can I use it for the Windows release. If so, where do I place the files?

It's Linux only, if Baughn or Toady don't release a fixed version soon i could probably crack my way through a windows version too later tonight.

And here it is, http://dffd.wimbli.com/file.php?id=2382

For those scared about using a executable from a random stranger and know their way around an Hex editor you can replace code at virtual address 0x00917C33 to 0x00917C9F (binary address 0x00517033 to 0x0051709F, 109 bytes) with NOP instruction (0x90 in hex)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MrWiggles on May 20, 2010, 05:14:15 am
Toady can get the minimization key for the OSX build change from F11 to either command M or command F?

F11 has preparatory functionality in OSX, that supersede DF use of it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: iambap on May 20, 2010, 05:24:29 am
Quote from: init.txt window/grid size
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.

Quote from: init.txt black space
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

These doesn't seem to work the way I would expect in 2D or 3D modes.  My desktop resolution is 1360x768, I'm using windows.
I have a 1360x768 display and I'm using a window size of 1360x720 with a 16x16 font; I'm expecting to get a grid size of 85x45.  However I usually get one of the following results.  1) I get the default 80x25 grid with 16x16 tiles, centered in the window (or upper-left justified); or, 2) I get the default 80x25 grid, with tiles stretched to 17x29 (approximately) to fill the window.

What I'm expecting is to see a grid size of 85x45 of 16x16 tiles filling the entire 1360x720 window without stretching.  If you refer to my prior post (http://www.bay12forums.com/smf/index.php?topic=57492.480#msg1268985) and look at the screenshots, that should help illustrate what I mean.  The final screenshot is what I'm looking for, and it does happen from time to time, but only rarely.  I have to start and exit the game probably on the order of 10 times before I get what I want.

I apologize for the large file sizes in this post.

with settings:
Spoiler (click to show/hide)
I see:
Spoiler (click to show/hide)
I got the same result when changing WINDOWX,WINDOWY to 0,0 or 1360,720
I got the same results for 2D mode whether BLACK_SPACE was YES or NO; but the graphics were flush top-left.

with settings:
Spoiler (click to show/hide)
I see:
Spoiler (click to show/hide)
I got the same result when changing WINDOWX,WINDOWY to 1360,720

Below is what I am expecting to see; I've been able to get this to appear twice (which is how I got the screenshot).  This result seems to appear arbitrarily.  I've had the most success, however, with the following settings
Spoiler (click to show/hide)
I see:
Spoiler (click to show/hide)

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ein Syndication on May 20, 2010, 06:38:23 am
And here it is, http://dffd.wimbli.com/file.php?id=2382

For those scared about using a executable from a random stranger and know their way around an Hex editor you can replace code at virtual address 0x00917C33 to 0x00917C9F (binary address 0x00517033 to 0x0051709F, 109 bytes) with NOP instruction (0x90 in hex)

Tried both supplied EXE and editing my own, just gives a white screen and instantly crashes.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: frightlever on May 20, 2010, 07:14:42 am
Think someone able should edit the first post and put it into "Known Issues".

I myself *almost* asked that question yesterday before I performed a google search. Mind you, google search leads to so many misleading infos dating back to like two years ago...same errors only they are caused by a totally different reason.
Until I get lucky and struck a native answer vein in exactly this thread via google...

The Google sidebar is pretty handy here. Just tell it to search only the last 24 hours or week or whatever. It's under "more search tools"
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: timbojones on May 20, 2010, 07:35:41 am
These doesn't seem to work the way I would expect in 2D or 3D modes.

Zoom with the mousewheel, or remap the zoom functions to keys and zoom with those keys.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: lizard on May 20, 2010, 07:43:50 am
The easy way to thread search is to click the "Print" tab-like-button, which puts the whole thread on a single page (which looks better and is easier to read) and ctrl-F.  I've considered writing a greasemonkey script to auto-redirect, but am lazy.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ledgekindred on May 20, 2010, 09:08:06 am
Mac OS 10.5.8, ledgekindred's technique of changing backspace to delete in the interface.txt would work... if it let me select anything in Key bindings at all. It does not. Besides that, I'm waiting for working tilesets so i don't get the dreaded ASCII headaches.

I edited data/init/interface.txt directly.  I think one time I managed to get the key binding interface to work but all I accomplished was to completely bork the whole thing up because of the key bindings I was trying to fix in the first place.  :-\
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Knight Otu on May 20, 2010, 09:57:06 am
The new one is not nearly as flexible, and (from what I can tell) takes a while to index content, and is kind of picky about what words it indexes.
It seems to me that it hasn't indexed anything since the forum move. Not sure where Toady would need to check about that.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: greycat on May 20, 2010, 10:04:40 am
I don't know what a packet is.

Some people mix up the English words "packet" and "package".  They'll talk about ping sending ICMP "packages", and they'll talk about using apt-get, rpm, synaptic, etc. to install "packets".  Eventually you learn to understand what they mean.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: stormsaber on May 20, 2010, 10:18:54 am
There you go http://dffd.wimbli.com/file.php?id=2379

So, this is Linux only? Or can I use it for the Windows release. If so, where do I place the files?

It's Linux only, if Baughn or Toady don't release a fixed version soon i could probably crack my way through a windows version too later tonight.

And here it is, http://dffd.wimbli.com/file.php?id=2382

For those scared about using a executable from a random stranger and know their way around an Hex editor you can replace code at virtual address 0x00917C33 to 0x00917C9F (binary address 0x00517033 to 0x0051709F, 109 bytes) with NOP instruction (0x90 in hex)

Without meaning to give you to much to work, is it possible to get an OSX too? Presumably the hex-edit won't work for the OSX version?

Daniel
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rose on May 20, 2010, 10:26:36 am
this isn't a bug report, but a question about a new feature.

is there a way to have a macro repeat a specified number of times?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Lord Shonus on May 20, 2010, 10:45:57 am
create a new macro that calls the one you want to repeat.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 20, 2010, 11:34:09 am
How much does glxgears give FPS for you?

around 50k/5s.
on an interesting note, im able to get 50fps w/ wine (bah)
That's strange, so the GL side is not the problem. I'm with 11k/5s and having a lot  better ingame fps than you. Durr...

Think someone able should edit the first post and put it into "Known Issues".

I myself *almost* asked that question yesterday before I performed a google search. Mind you, google search leads to so many misleading infos dating back to like two years ago...same errors only they are caused by a totally different reason.
Until I get lucky and struck a native answer vein in exactly this thread via google...
Seconded.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: shikijiyu on May 20, 2010, 12:29:44 pm
I'm getting a crash right after selecting "Create New World" if I have graphics set to ON.  I've tried several different varieties of screen resolutions, with black space turned on and off.

Mac OS 10.5.8

Sorry if this has been solved - trying to search for it was like finding a turtle shell in a refuse pile...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ManaUser on May 20, 2010, 12:36:55 pm
Only like 11 times or so. Graphics mode is broken. No fix for Mac OS yet.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: shikijiyu on May 20, 2010, 12:38:08 pm
Well...  Damn.  I guess that explains it.    o_O
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Leperous on May 20, 2010, 12:56:07 pm
And here it is, http://dffd.wimbli.com/file.php?id=2382

For those scared about using a executable from a random stranger and know their way around an Hex editor you can replace code at virtual address 0x00917C33 to 0x00917C9F (binary address 0x00517033 to 0x0051709F, 109 bytes) with NOP instruction (0x90 in hex)
I'm going to try out your h4x3d libgraphics, but you should be aware that it doesn't build on people's systems unless they change CMAKE_SOURCE_DIR and a few other variables to suit their system. Would also be a bit more useful if you put the proper names of the required packages, but I'll update those here if I can get it to build.

EDIT I needed these extra packages: libsdl-image1.2-dev, libglew1.5-dev, libopenal-dev, libsndfile-dev.

EDIT EDIT: Nope, still crashing with segfault.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: fooka on May 20, 2010, 01:23:36 pm
yay i fixed the

Inconsistency detected by ld.so: dl-open.c: 643: _dl_open: Assertion `_dl_debug_initialize (0, args.nsid)->r_state == RT_CONSISTENT' failed!

problem on linux 64-bit (debian in my case)

indeed the answer was in the skype forums:

http://tinyurl.com/2e5u3e4

i've had to implement that fix before. i didn't realize it'd regressed on this machine.. anyway, happy to report, after much 32 bit package massaging, (see my last post(s)), everything is now where 32-bit dwarfort-for-linux expects it to be, and is working, yay!

-m
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Grocer on May 20, 2010, 02:51:41 pm
Running on Mac OS 10.6.3, I couldn't get the zoom to work and resizing was broken such that the size of the window wasn't reflected by the contents of the window.  With black space off, the window would simply go black when resized.  With black space on, the contents would not change size from the initial start size when the window was resized.  Full screen toggle didn't work either, though it would switch the tileset (I really like this behavior actually, flipping between two tilesets on the fly means you could have one real clean one for super zoomed out purposes and one detailed one for normal use).  Apparently, when I turned off the mouse in the init I broke all the fancy graphics stuff.  Turning it back on fixed everything.  Not a big deal in the scheme of things, but it seems weird and I'm don't recall anyone mentioning it here.

Other than that, works well!  Better than the 40d# stuff for me, I'm getting 99 (49) with standard.  40d16 topped out at 82 or so, and 40d19 was wonky.  It's kinda strange because it feels like the miners are mining quicker than they used to.

EDIT: And apparently when switching the mouse off after setting everything else up it works fine.  I've bound the zoom to keys, maybe that's why?  Very puzzling.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Alu on May 20, 2010, 03:05:45 pm
awww, I hoped SO MUCH for a military fix...
So Ranged Dwarfs are still not working, the whole training/equip system is still fuxored and we're still getting multiple mayors? :|

At least the suturing, fishing and corpse problem is fixed . :)
I hope for more bugfix and less new features on .05
but better then nothing, keep it up :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ivar360 on May 20, 2010, 03:08:46 pm
After some early problems, the new version is now running nicely.
Only f*ck up so far was skipping a song in winamp as df was saving...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 20, 2010, 03:50:52 pm
I've narrowed down some of the broken bits, but there are compilation errors that I need feedback from Toady to fix, and since I'm losing internet access in a few hours until early next week I won't be able to upload a fixed version until then. I'd really rather test it a little bit first.

But rest assured, it won't be long after that.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ivar360 on May 20, 2010, 04:03:02 pm
Not sure if this gives any usefull info, but this is the report I get when crashing:
Spoiler (click to show/hide)

Happens every time I look trough the stocks page now :(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 20, 2010, 04:14:17 pm
I've narrowed down some of the broken bits, but there are compilation errors that I need feedback from Toady to fix, and since I'm losing internet access in a few hours until early next week I won't be able to upload a fixed version until then. I'd really rather test it a little bit first.

But rest assured, it won't be long after that.

Oof. Well, good luck. We're all waiting diligently to try it out : )

What's going wrong with your internet? Maybe we could help with that...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 20, 2010, 04:46:36 pm
Now I'm curious. How would you do that?  :o

Heh, but it's not exactly a major problem. I'm upgrading from cable to fiber, and the cable is disconnected a few days before the fiber is installed. I'm also taking the opportunity for a mini-vacation; time to relax a little after the thesis work.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 20, 2010, 04:48:25 pm
Baughn, you cannot leave! Not even for a vacation! We won't let you!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Collic on May 20, 2010, 05:04:00 pm
Holidays? Holidays? Bah! Slaves to Armok indeed !:D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: xrogaan on May 20, 2010, 05:42:57 pm
Now I'm curious. How would you do that?  :o

Heh, but it's not exactly a major problem. I'm upgrading from cable to fiber, and the cable is disconnected a few days before the fiber is installed. I'm also taking the opportunity for a mini-vacation; time to relax a little after the thesis work.
That can not be forgiven. By the stone, I'll not stand it !

Dumathoin help us all !
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Djohaal on May 20, 2010, 05:57:23 pm
Now I'm curious. How would you do that?  :o

Heh, but it's not exactly a major problem. I'm upgrading from cable to fiber, and the cable is disconnected a few days before the fiber is installed. I'm also taking the opportunity for a mini-vacation; time to relax a little after the thesis work.

You.. you... you elf!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: The-Moon on May 20, 2010, 06:03:23 pm
I've narrowed down some of the broken bits, but there are compilation errors that I need feedback from Toady to fix, and since I'm losing internet access in a few hours until early next week I won't be able to upload a fixed version until then. I'd really rather test it a little bit first.

But rest assured, it won't be long after that.

Aww :(

Another week till i can play! :(

hehe, nah its cool, i know your doing a good job, i can wait. However, toady, if you can get it working with graphics before then, would be much appreciated, but dont waste too much time on it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Cespinarve on May 20, 2010, 06:05:08 pm
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....

*sticks nose in air*
A whole punch card? YOU WERE LUCKY TO HAVE A PUNCH CARD! Back in my day, we had to work for a unforgiving blood god (His name was Armok, but we called him "The Player", and not for his notorious pimping of the cats) who usually sacrificed us for a HOLE. But we were ecstatic back then...

Well, when I call it a punch card, it was more of broken-off sliver of the Antikythera mechanism, floating in a puddle of radioactive septic goo that had a tendency to mutate animals into obnoxious teenaged vigilante's.... but it was a punch card to us!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DoX on May 20, 2010, 06:33:23 pm
I've narrowed down some of the broken bits, but there are compilation errors that I need feedback from Toady to fix, and since I'm losing internet access in a few hours until early next week I won't be able to upload a fixed version until then. I'd really rather test it a little bit first.

But rest assured, it won't be long after that.

I'm sad now...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Toady One on May 20, 2010, 07:12:48 pm
The forum search should be working properly now.

I got the site finder working again.  I've been trying to get the squad crash to happen, but it hasn't yet.  Most of the rest will take some input from Baughn, and that looks like it'll all be sorted out by next week, and I'll put up a new release whenever I get one that works with graphics.  I'll probably be back on military/etc. bugs the next few days.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 20, 2010, 07:35:43 pm
Thanks for the update, Toady. Don't worry too much about us, make sure you take care of yourself (and scamps).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Yobgod on May 20, 2010, 08:48:06 pm
I am getting the "GPU unable to accomodate graphics textures..." bug as well, on Linux (not on title screen). (new ATI card, latest drivers, Fedora 12)
"GPU does not support non-power-of-two textures, using 512x512 catalog."


It's starting to sound like an ati-specific glitch. At least text mode runs like an Elf being chased by a Titan now. :D
Also, sound and initial movie are flawless.

Interesting bug: with INTRO:NO, the initial menu ends up in the top-left of my window, rather than centered. Running INTRO:YES results in it being centered correctly.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DoX on May 20, 2010, 09:20:27 pm
The forum search should be working properly now.

I got the site finder working again.  I've been trying to get the squad crash to happen, but it hasn't yet.  Most of the rest will take some input from Baughn, and that looks like it'll all be sorted out by next week, and I'll put up a new release whenever I get one that works with graphics.  I'll probably be back on military/etc. bugs the next few days.

Oh heck, I can survive a week without the new DF openGL release that does not have the graphics and military bug.

can  survive a week without the new DF openGL release that does not have the graphics and military bug.

I can.

*twitch"
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: culwin on May 20, 2010, 09:55:25 pm
I only want crossbows to work.
Seriously, you can just delete everything else and give me a dwarf with a crossbow that works and call that a game, and I'll be happy!  :D
Thanks for all the hard work you put in, Toady!  Ur awesome!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 20, 2010, 10:44:54 pm
I am getting the "GPU unable to accomodate graphics textures..." bug as well, on Linux (not on title screen). (new ATI card, latest drivers, Fedora 12)

Dude, not only are there 35 pages discussing this problem and at least two bug reports on the bug tracker, Baughn also mentioned probably three times that it does not work because it's BROKEN.

Nothing hardware specific here, it just doesn't work.

Soooo let's just wait until Baughn [On Break] has the time to fix it, shall we~
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: stubby on May 20, 2010, 11:52:41 pm
Running on Mac OS 10.6.3, I couldn't get the zoom to work and resizing was broken such that the size of the window wasn't reflected by the contents of the window.  With black space off, the window would simply go black when resized.  With black space on, the contents would not change size from the initial start size when the window was resized.  Full screen toggle didn't work either, though it would switch the tileset (I really like this behavior actually, flipping between two tilesets on the fly means you could have one real clean one for super zoomed out purposes and one detailed one for normal use).  Apparently, when I turned off the mouse in the init I broke all the fancy graphics stuff.  Turning it back on fixed everything.  Not a big deal in the scheme of things, but it seems weird and I'm don't recall anyone mentioning it here.
I was having this problem too, and it was driving me crazy - I've gotten spoiled and 80x25 seems unplayable now.  But then YobGod posted THIS:

Interesting bug: with INTRO:NO, the initial menu ends up in the top-left of my window, rather than centered. Running INTRO:YES results in it being centered correctly.
And I realized that contents in the top-left means that the contents are adjusting to the window, so I gave it a shot - success!  The combination of you two guys' problems has resulted in a solution for me.  Thanks!

Now I can finally see if the fish populations are back, which is what I've been more excited about in this release than any graphics updates.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Eduren on May 21, 2010, 12:13:12 am
The forum search should be working properly now.

I got the site finder working again.  I've been trying to get the squad crash to happen, but it hasn't yet.  Most of the rest will take some input from Baughn, and that looks like it'll all be sorted out by next week, and I'll put up a new release whenever I get one that works with graphics.  I'll probably be back on military/etc. bugs the next few days.
Take a break Toady!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: snow-templar on May 21, 2010, 12:24:15 am
Okay two things I just wanted to remark on the new version, and the first one has probably been said already but trying to find where it was said in a 35 page thread is a bitch.

1) I am noticing now that the finder is a lot slower.  Actually if I don't have the game in focus, it stops.  It starts again when I click on it and generally jumps a few searches.  Like while not in focus, it will get stuck at 5/81 while searching a large region generated map, but when I click on Dwarf Fortress to bring it back into focus, it goes up to 8/81 really fast and then gets stuck again.

2) Toady, you should update the init.txt file so that for the description for the [ARB_SYNC] option, you just shorten it to that your graphics card has to support OpenGL 3.1 or later.  Would make the user figuring out if they have a supported video card a lot easier if you told them they need to support OpenGL 3.1 rather than telling them that their graphics card needs to support the ARB_sync extension.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: void on May 21, 2010, 12:41:00 am
Okay two things I just wanted to remark on the new version, and the first one has probably been said already but trying to find where it was said in a 35 page thread is a bitch.

1) I am noticing now that the finder is a lot slower.  Actually if I don't have the game in focus, it stops.  It starts again when I click on it and generally jumps a few searches.  Like while not in focus, it will get stuck at 5/81 while searching a large region generated map, but when I click on Dwarf Fortress to bring it back into focus, it goes up to 8/81 really fast and then gets stuck again.


Known issue. Actually you don't have to read 35 pages; just read the *last* page and you'll realize TOADY said "I got the site finder working again" a few minutes earlier.
For now, there's one way to get your finder to work: repeat press 1-2-3 and count 27 cycles. It works this way, believe me. 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corona688 on May 21, 2010, 01:04:18 am
Another bug I just noticed:  When linking mechanisms to anything you aren't always shown the correct location for the currently indicated building.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Farmerbob on May 21, 2010, 01:19:11 am
Another bug I just noticed:  When linking mechanisms to anything you aren't always shown the correct location for the currently indicated building.

Mantis is your friend for bug reporting  :)

If you don't know about it already, there's an organized bug tracking system for DF - for example the bug mentioned above is here:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=1915

Just create a login - I just use mine from here, and voila!  Access to organized reporting of Dwarfy bugginess!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Qiu on May 21, 2010, 02:08:06 am
Just create a login - I just use mine from here, and viola!  Access to organized reporting of Dwarfy bugginess!
i don't mean to sound pedantic or anything, but it's "voila".  ;D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Frelock on May 21, 2010, 02:49:43 am
Out of curiosity, how does one go about changing the interface in this version?  I tried to go back to the old "press space to leave this menu" by changing

[BIND:LEAVESCREEN:REPEAT_NOT]
[SYM:0:Escape]

to

[BIND:LEAVESCREEN:REPEAT_NOT]
[SYM:0:Space]

The game will enter the main screen, and I can move the selection up or down (between continue playing, create new world now, et ced) but hitting enter does nothing.  Luckily, hitting F11 still switches back from fullscreen, but I still was unable to hit quit.  Same problem occurs in the menu when I press escape (return to title screen, key bindings, et ced).

What's really weird is that the problem persists even when I change the file back, that is, when I manually re-type what was there before and then save the changes.  If I delete that copy of Interface.txt, however, and replace it with a fresh copy, game works fine again.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Span on May 21, 2010, 03:04:33 am
Don't know if this is a bug, but searching for a desired location for embarking using the search function took a whole 18 minutes to complete. It was a lot faster before. I'm not sure what the size of the world is but it was searching x/81.

*edit* Forgot hardware info:
Running Windows XP, Core2Duo E8400
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sinistar on May 21, 2010, 03:34:50 am
[interface thing]

 :D

I had the same problem.
Most likely, you are using notepad to open interface.txt?
Well, notepad saves in UTF-8, which causes this problems. Just go to "save as" and change coding to ANSI.
Another workaround exists, but I do not remember clearly right now, sorry. Something involving empty line somewhere.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Blast on May 21, 2010, 03:38:30 am
The forum search should be working properly now.

@Span

Now that the search is working, please use it?

The site finder bug has been reported many times here and there is a "solution" while the next version doesn't come out, just keep pressing a key and it will keep searching untill it ends.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: iambap on May 21, 2010, 06:57:40 am
These doesn't seem to work the way I would expect in 2D or 3D modes.

Zoom with the mousewheel, or remap the zoom functions to keys and zoom with those keys.

Thanks, timbojones, but the problem I'm describing isn't related to zooming, which I don't use; it's a problem with the automatically determined grid size.  I have a 1360x768 display and I'm using a window size of 1360x720 with a 16x16 font; I'm expecting to get a grid size of 85x45.  However I usually get one of the following results.  1) I get the default 80x25 grid with 16x16 tiles, centered in the window (or upper-left justified); or, 2) I get the default 80x25 grid, with tiles stretched to 17x29 (approximately) to fill the window.

What I'm expecting is to see a grid size of 85x45 of 16x16 tiles filling the entire 1360x720 window without stretching.  If you refer to my prior post (http://www.bay12forums.com/smf/index.php?topic=57492.480#msg1268985) and look at the screenshots, that should help illustrate what I mean.  The final screenshot is what I'm looking for, and it does happen from time to time, but only rarely.  I have to start and exit the game probably on the order of 10 times before I get what I want.

I apologize for not explaining this better previously.

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Waiting on May 21, 2010, 08:01:39 am
Sorry if this bug has already been mentioned, but .04 crashes immediately on my computer when I am trying to create new squad. Just pressing m-c-enter on any map results in game termination with buffer overflow. I'm using linux by the way.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ivar360 on May 21, 2010, 08:18:42 am
Sorry if this bug has already been mentioned, but .04 crashes immediately on my computer when I am trying to create new squad. Just pressing m-c-enter on any map results in game termination with buffer overflow. I'm using linux by the way.

I believe that has been reported yes, but I haven't had this bug yet, military "works" for me. (vista)

Added a bug to the tracker (impressive thing btw that tracker) What happens to me is the game crashes every time I scroll down to the liquids in my stocks screen. (using vista, genesis mod and some modding of my own)

Anybody else had this problem? or could it be related to the mods?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: slink on May 21, 2010, 08:49:20 am
Sorry if this bug has already been mentioned, but .04 crashes immediately on my computer when I am trying to create new squad. Just pressing m-c-enter on any map results in game termination with buffer overflow. I'm using linux by the way.

I believe that has been reported yes, but I haven't had this bug yet, military "works" for me. (vista)

Added a bug to the tracker (impressive thing btw that tracker) What happens to me is the game crashes every time I scroll down to the liquids in my stocks screen. (using vista, genesis mod and some modding of my own)

Anybody else had this problem? or could it be related to the mods?

I believe there is a bug already reported about an otherwise un-named liquid causing crashes in the stock screen.  I know there is one about a "liquid" being offered for sale by caravans.  I posted that one.   ;D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Quatch on May 21, 2010, 09:45:05 am
Now that we have half a dozen graphics modes to choose from, and no clear way to figure out which is best short of trying each one and noting FPS, would it be possible to:

1) make changes on the fly in game
2) some sort of autoconf that tries all graphics modes in succession and chooses the best one (for a pre-defined and built-in test fortress)?

Such a test package could also be useful in auto-reporting what graphic modes are achieving good performance in the wild, rather than scattered test samples.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Woof on May 21, 2010, 10:31:47 am
Now that we have half a dozen graphics modes to choose from, and no clear way to figure out which is best short of trying each one and noting FPS, would it be possible to:

1) make changes on the fly in game
2) some sort of autoconf that tries all graphics modes in succession and chooses the best one (for a pre-defined and built-in test fortress)?

Such a test package could also be useful in auto-reporting what graphic modes are achieving good performance in the wild, rather than scattered test samples.


this.


then again, as the owner of a not-bad-nor-particularly-old-graphics card I'd be inclined to use a 3d mode, and since, from my random googleings, it seems half of them are for compatibility and whatnot and at least one is specifically aimed at performance that certainly narrows it down :)

but now that I think about it, at least basically describing the purpose of each mode in the init would certainly help.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 21, 2010, 10:44:28 am
Now that we have half a dozen graphics modes to choose from, and no clear way to figure out which is best short of trying each one and noting FPS, would it be possible to:

1) make changes on the fly in game
2) some sort of autoconf that tries all graphics modes in succession and chooses the best one (for a pre-defined and built-in test fortress)?

Such a test package could also be useful in auto-reporting what graphic modes are achieving good performance in the wild, rather than scattered test samples.


this.


then again, as the owner of a not-bad-nor-particularly-old-graphics card I'd be inclined to use a 3d mode, and since, from my random googleings, it seems half of them are for compatibility and whatnot and at least one is specifically aimed at performance that certainly narrows it down :)

but now that I think about it, at least basically describing the purpose of each mode in the init would certainly help.

You got it pretty much right.

http://www.bay12forums.com/smf/index.php?topic=57780.msg1271258#msg1271258
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: alexandrite on May 21, 2010, 11:52:48 am
I didn't feel like reading through 30+ pages of posts, so I'm not sure if this has been mentioned or not, but I do get sound on the Linux version.  I'm using ALSA (as opposed to OSS or Pulseaudio) if that helps.  I can post configs if they would help debugging.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Grocer on May 21, 2010, 12:53:07 pm
These doesn't seem to work the way I would expect in 2D or 3D modes.

Zoom with the mousewheel, or remap the zoom functions to keys and zoom with those keys.

Thanks, timbojones, but the problem I'm describing isn't related to zooming, which I don't use; it's a problem with the automatically determined grid size.

Did you turn off the mouse in the init?  Turning that back on appears to have cleared up similar problems for me where the game wasn't displaying the tileset correctly.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ZOP on May 21, 2010, 02:07:28 pm

I'm also getting GPU unable to load tile set...trying to catch up on the thread here so it may be solved by the time anyone sees this heh....

Intel Core2Duo P7450 @ 2.13Ghz
4GB RAM
NVidia GeForce 9800M GS/512MB
Windows 7 Ultimate 64-Bit

[GRAPHICS:YES]
[FPS:YES]
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 21, 2010, 02:10:45 pm
Yes, graphics don't work right now.  It's a known issue and will be fixed in the next release. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ZOP on May 21, 2010, 02:25:27 pm
Are any other mac users having problems? I'm getting a complete non-operation of my executable. here are some pictures.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
the "df" icon is inert or the most part, it opens in subetha edit instead of the terminal, and when i force it in the terminal, it gives me a permission denied error report, opening the functioning "df" from 40d in subetha edit reveals they are the same code.

Correction: a very friendly person on 4chan has come to my aid, never say nothing good comes from 4chan.

What's the solution?; I'm having the same problem

chmod +x df

Most likely anyway, I haven't fired it up on the mini yet or even looked at the archive...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: timbojones on May 21, 2010, 03:38:06 pm
These doesn't seem to work the way I would expect in 2D or 3D modes.

Zoom with the mousewheel, or remap the zoom functions to keys and zoom with those keys.

Thanks, timbojones, but the problem I'm describing isn't related to zooming, which I don't use; it's a problem with the automatically determined grid size.

Did you turn off the mouse in the init?  Turning that back on appears to have cleared up similar problems for me where the game wasn't displaying the tileset correctly.

This. Maybe.  I believe the issue is that the game is zoomed to a level you don't expect.  The grid & fullgrid options are gone so you can't give a hint where you would like to be zoomed & you have to set the zoom level yourself.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Cespinarve on May 21, 2010, 07:41:11 pm
Just create a login - I just use mine from here, and viola!  Access to organized reporting of Dwarfy bugginess!
i don't mean to sound pedantic or anything, but it's "voila".  ;D

Man, I am so tired of this- hell, the bassoon gets more respect that the viola! What do we have to do to get you to respect this 321.322-71 HSC cordaphone??
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Jackrabbit on May 21, 2010, 08:22:16 pm
Violas are awesome. Respekt.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: abculatter_2 on May 21, 2010, 11:20:29 pm
Viewing the description of skeletal beasties cause an instant crash, which has happened to me for the FIFTH GOD-DAMNED TIME in the same fortress.

Damn skeletal yetis and trolls..

Region generation also seems to have been improved, which is nice.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MadWombat on May 21, 2010, 11:48:55 pm
So, I guess there was no update on wednesday to fix graphic issues, when is it expected now?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 22, 2010, 12:03:58 am
The forum search should be working properly now.

I got the site finder working again.  I've been trying to get the squad crash to happen, but it hasn't yet.  Most of the rest will take some input from Baughn, and that looks like it'll all be sorted out by next week, and I'll put up a new release whenever I get one that works with graphics.  I'll probably be back on military/etc. bugs the next few days.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Aklyon on May 22, 2010, 12:06:13 am
So, I guess there was no update on wednesday to fix graphic issues, when is it expected now?
about a week. Baughn has gone On Break or something.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tilla on May 22, 2010, 12:09:05 am
So, I guess there was no update on wednesday to fix graphic issues, when is it expected now?
about a week. Baughn has gone On Break or something.

Probably off trying to throw a party in that damn meeting hall. Knew building that was a bad idea. (http://forums.finalgear.com/images/smilies/shakefist.gif)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: coldstone on May 22, 2010, 12:40:27 am
31.04 is crashing constantly for me. it happens whenever i adjust the screen.  maximising the screen doesnt adjust the size of the actual game, it just makes a bigger window. hitting f11 doesnt do anything anymore i guess.. frowny face. this is on a XP computer.

31.03 worked fine compared to this.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: superradish on May 22, 2010, 01:57:53 am
just resize the window instead of hitting f11
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: darkflagrance on May 22, 2010, 01:59:14 am
I just crashed while at the screen where I determine what a farm plot grows.

I think it had to do with pressing too many buttons at once, but I did not attempt to reproduce it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 22, 2010, 02:03:07 am
I just crashed while at the screen where I determine what a farm plot grows.

I think it had to do with pressing too many buttons at once, but I did not attempt to reproduce it.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=1930
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sinistar on May 22, 2010, 02:05:19 am
To all having crashes - do you wait a little or does game crash completely, shutting down on it's own?
Because it happened to me for, say, 2 or 3 times that everything just froze and I thought it's a crash. But after waiting for a bit and not pressing any buttons, game continued normaly.
It is probably not related to the crashes others are having, but asking anyway.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 22, 2010, 02:08:11 am
To all having crashes - do you wait a little or does game crash completely, shutting down on it's own?
Because it happened to me for, say, 2 or 3 times that everything just froze and I thought it's a crash. But after waiting for a bit and not pressing any buttons, game continued normaly.
It is probably not related to the crashes others are having, but asking anyway.

That may be related to http://www.bay12games.com/dwarves/mantisbt/view.php?id=1899
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Sinistar on May 22, 2010, 02:25:21 am
Ah, sorry, did not even think about checking mantis.
But my game freezes for 10 seconds at most, so it might just be my computer or something completely different.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Bernard on May 22, 2010, 03:26:34 am
I can confirm that the rain melting bug still exists.
New world created in the download of .04  Temperate region, Terrifying, Summer, I had my dwarves melting away in the rain, (just as they were finishing building the pump system to try and punch through the aquifer layers).
I was grumpy and hit abandon fortress a bit foolishly though, should have retained the save, my apologies for that.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 22, 2010, 03:35:29 am
I can confirm that the rain melting bug still exists.
New world created in the download of .04  Temperate region, Terrifying, Summer, I had my dwarves melting away in the rain, (just as they were finishing building the pump system to try and punch through the aquifer layers).
I was grumpy and hit abandon fortress a bit foolishly though, should have retained the save, my apologies for that.

It's known and should hopefully be fixed -- Toady found a corner case that hadn't been fixed the first time. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=190#c7125)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rose on May 22, 2010, 03:38:29 am
I can confirm that launching DF from steam works right and gives the steam overlay

just putting that put there
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 22, 2010, 03:49:00 am
Hi!

Coldstone: I can't help you with the crashes, but the F11 issue seems to be related to the routines for automatically sizing things. I recommend you play around with the x and y settings for both windowed and fullscreen mode (I think one of them even defaults to complete automatic) in the init.txt .

But don't expect to find settings that give you reliably and consistently a good-looking windowed mode (I am just glad I was able to stabilize full screen mode - the windowed mode usually starts out in some odd-sized window I need to resize).

Sinistar: Various things can cause a lot of activity that can freeze your computer temporarily as they are calculated:
* Thawing
* Caravan arrival (usually comparatively small)
* Caravan leaving the map (much more trouble than the arrival of that same caravan)

Deathworks

EDIT: Removed ambiguity
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: ebbus h. urist on May 22, 2010, 06:23:35 am
Well, some feedback on using this version.

On the linux version, I dont get sound either. The problem is that my soundcard is very finicky and only likes to work on OSS, no ALSA or PULSE support for it.
The readme / release notes told me to use the "-sound_output" arg, but it still defaults to using ALSA.
I've gathered from the forums that the arg is broken at the moment.
Not a huge deal for me, at least. DF isnt that sound/music heavy at the moment, so :p

Some other things that I got from both the linux and win versions:
The sitefinder bug that makes it hang unless you keep pressing your mouse button in the window.. bugtracker tells me it's already worked on, luckily.

The FPS counter: I realy dont like how this changed from 28. It's placed in a way that blocks off feedback / information a lot of the time, and it's very unaesthetic even when it doesnt. I'm not sure how much this is due to the new graphics / window resizing handling rewrite, but it would be nice if you can toggle it off or change the position with a hotkey.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Woof on May 22, 2010, 09:28:55 am
I can confirm that launching DF from steam works right and gives the steam overlay

just putting that put there


and it works with xfire if you rename it back to dwarfort.exe and specify the path manually :) It's worked on all the df2010 builds as far as I know, but that accelerator code broke it XD
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: random51 on May 22, 2010, 12:54:26 pm
Smelting fixed next release, assume the texture load error will be fixed too.  Think I'll take a break from DF the same time Toady does. :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Karnewarrior on May 22, 2010, 03:04:41 pm
There's a really bad problem with my computer. For some reason, the game puts up the windowed size in fullscreen, blacking out the rest of the screen. No matter what I do to the init file, It won't fix. In fact, fresh off of download, It just won't fullscreen. It makes the text a little fatter, and that's it! There's something seriously wrong with the graphics right now.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 22, 2010, 03:32:05 pm
There's a really bad problem with my computer. For some reason, the game puts up the windowed size in fullscreen, blacking out the rest of the screen. No matter what I do to the init file, It won't fix. In fact, fresh off of download, It just won't fullscreen. It makes the text a little fatter, and that's it! There's something seriously wrong with the graphics right now.

It may be related to this bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2032)  Might be helpful if you post your OS and graphics card specs there.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ivar360 on May 22, 2010, 03:47:12 pm
There's a really bad problem with my computer. For some reason, the game puts up the windowed size in fullscreen, blacking out the rest of the screen. No matter what I do to the init file, It won't fix. In fact, fresh off of download, It just won't fullscreen. It makes the text a little fatter, and that's it! There's something seriously wrong with the graphics right now.

I had the same problem with the official release, but I'm now using the genesis mod emergent realease and it works fine now.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Karnewarrior on May 22, 2010, 04:04:45 pm
There's a really bad problem with my computer. For some reason, the game puts up the windowed size in fullscreen, blacking out the rest of the screen. No matter what I do to the init file, It won't fix. In fact, fresh off of download, It just won't fullscreen. It makes the text a little fatter, and that's it! There's something seriously wrong with the graphics right now.

It may be related to this bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2032)  Might be helpful if you post your OS and graphics card specs there.
I can't access the bug tracker... Wait, I'll get the specs and put them here...

OS:Windows Vista Home Premium
Graphics card:ATI Radeon HD 4550

that's all I can get. I'm not good with computers...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: SheepishOne on May 22, 2010, 11:20:49 pm
Probably already stated, but don't turn your FPS cap off. The massive number jumping is fairly annoying. I go from about 160000 FPS to 97000, with many 'jitterings' in the 100's range to cause a massive blur of numerical input. Not too bad a 'problem' though :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Metaverse on May 23, 2010, 01:54:52 am
Ths isn't very helpful as I am not sure whats causing it, but my game has been reliably crashing with no input whatsoever after about 20 minutes. One even caused a hard reboot of my PC which prompted me to test my gpu temp just in case it was my card. (nvidia)

I tried disbanding miltary, different init modes, nothing seems to work.
I will try a new fort to see if it may be a courrpt save game and update my drivers whie I am at it.
This happening to anyone else?
Update: That seemed to fix it. (Update nvidia xp drivers)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: koitsu on May 23, 2010, 02:03:10 pm
Not sure what to make of this bug, but it's pretty jacked.  Repro case:

1) Generate a world, choose Start Playing, Dwarf Fortress.
2) When choosing your fortress location, hit f to Find Desired Location.
3) Using 8293 and 46, set Temperature=Medium, Flux Stone=Yes, Aquifer=No, River=Yes.
4) Hit Enter.

What happens at this point is incredibly bizarre.  Game says "Searching 1/xx" (xx will be variable based on your world), but the blinking yellow "X" cursor keeps blinking (as if the game thinks it found something yet it hasn't).  If you hit any key (including Enter, Escape, anything!), the cursor briefly stops blinking, then "Searching 3/xx...".  In between the non-blinking, some of the attributes go from green to red.  Then the cursor starts blinking again, forcing you to hit a key, etc. etc. etc...

It's almost as if there's a break statement for each search phase/iteration, rather than only when the game finds something that meets said criteria.

If this description doesn't make any sense, I can post a short video of the problem.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: IonKitten on May 23, 2010, 02:37:26 pm
Decided to Create Large Region instead of a Large Island. DF decided to have trouble placing lakes/minerals and caves. Resolved itself after a while, 28 rejects overall but usually chose to restart during lakes/minerals or caves stages instead of instantly like most.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Azkanan on May 23, 2010, 04:26:29 pm
HOLY friggin bajeezuz!

On the previous version, I had to embark on the smallest map possible so that it didn't lag out (Terrible 2004 backup PC), and after 2 years of building my above-ground fort, it eventually became less than a crawl. I've been logging into my save every once in a while to play, but it's always been excruciatingly slow, waiting for them to haul from the quarry to the second floor (<50 steps distance).

But now with the OpenGL update, It's going like a new game, maybe automatically being capped at 100fps. Excellent.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: iambap on May 23, 2010, 09:36:14 pm

Did you turn off the mouse in the init?  Turning that back on appears to have cleared up similar problems for me where the game wasn't displaying the tileset correctly.

This. Maybe.  I believe the issue is that the game is zoomed to a level you don't expect.  The grid & fullgrid options are gone so you can't give a hint where you would like to be zoomed & you have to set the zoom level yourself.

I gave this a shot and it didn't seem to make a difference.  This problem is also occurring in 2D mode, which doesn't support zooming if I remember correctly.

I am usually stuck with the default grid size; but sometimes (though rarely and arbitrarily), I get the grid size I want without changing settings. Based on this, I feel as though there may be a problem with the game determining the grid size from the window size, or determining it and then "forgetting" it and going back to the default grid size.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 23, 2010, 11:54:26 pm
Not sure what to make of this bug, but it's pretty jacked.  Repro case:

1) Generate a world, choose Start Playing, Dwarf Fortress.
2) When choosing your fortress location, hit f to Find Desired Location.
3) Using 8293 and 46, set Temperature=Medium, Flux Stone=Yes, Aquifer=No, River=Yes.
4) Hit Enter.

What happens at this point is incredibly bizarre.  Game says "Searching 1/xx" (xx will be variable based on your world), but the blinking yellow "X" cursor keeps blinking (as if the game thinks it found something yet it hasn't).  If you hit any key (including Enter, Escape, anything!), the cursor briefly stops blinking, then "Searching 3/xx...".  In between the non-blinking, some of the attributes go from green to red.  Then the cursor starts blinking again, forcing you to hit a key, etc. etc. etc...

It's almost as if there's a break statement for each search phase/iteration, rather than only when the game finds something that meets said criteria.

If this description doesn't make any sense, I can post a short video of the problem.

It's a known bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1907)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kazang on May 24, 2010, 05:59:31 am
I can no longer use my mouse to designate.  Anyone else having the same issue?

Yeah I have this problem.  The mouse doesn't work at all for me anymore, the previously mouse enabled menus like the military are not working as well as designations.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: timbojones on May 24, 2010, 05:48:16 pm
One even caused a hard reboot of my PC

A hard reboot of the machine is always, always a hardware or driver issue.  Sometimes software can 'fix' this kind of issue by working around the driver bug.  On modern operating systems, userland software in and of itself does not have access to low enough levels to break the machine and cause it to reboot.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Turambar on May 24, 2010, 08:37:26 pm
Just had a crash.

Here's the error log
Spoiler (click to show/hide)

and here's the end of the gamelog
Spoiler (click to show/hide)


and my possibly helpful narrative
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ascii Kid on May 24, 2010, 09:09:18 pm
Just thought I'd mention what I think could be considered a minor problem:
I had a dwarven adventurer with no weapons of armor squaring off against a Sasquatch.  Naturally this didn't look too good and, as I expected, within a few rounds of combat the adventurer had received a flashing "MORTAL WOUND" warning after getting punch in the chest and loosing function in his left lung and a kidney.  I desperate rage I tried and tried to get ahold of its' head in order to blind it with a good gouging before slipping the mortal coil, only I couldn't quite get it.  Then, after about 15 tries I realized that that coil should have probably slipped by now.  After a time the Sasquatch gave in to exhaustion and I just walked away, "MORTAL WOUND" light still flashing, with only a "WINDED" warning appearing every few steps and halving my land speed.  In the end I managed to get enough space between myself and the enemy to fast travel, and during my next random encounter (a few map squares away) I noticed that my mortally damaged internal organs were all better and things were pretty much alright.
By contrast I had another adventure who had to retire because she had her back broken and had to drag herself everywhere, and that was a persistent condition. 

In brief - I had a mortally wounded dwarf that refused to die and that seemed to regenerate destroyed organs.

Additionally I have found two quirks of world generation: Every individual I meet is either "incredibly skinny" or "incredibly muscular";and, while all societies are polytheistic in theory, in practice only one religion is ever actualized on the world stage. eg. On the world with both of those adventurers all humans in one nation builds temples to a deitess of Dance while all in another dedicate themselves to the deity of Mist.  Not that it isn't interesting, but it happens on all the worlds I create.

In brief - No one is of average size and everyone goes to the same church.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: smariot on May 25, 2010, 09:44:04 am
Tried the Linux client, the poor thing exploded on me while trying to generate a world. Probably the fault of my broken graphics set, but still, crashes are bad.

Spoiler (click to show/hide)

EDIT: Seems to be related to this (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911), so feel free to ignore me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Z1000000m on May 25, 2010, 10:16:38 am
i dont know if this was reported or is it just me but

metallurgy is broken hardcore
sometimes when i order x amout of metal furniture(via manager), smith keeps making them endlessly
sometimes items marked for melting will stay in smlter, eating up your coke in wtf speed, giving back no metal bars
when you mark some metal furn for melting via stock screen, it marks some stone (!!) furn for metling as well
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HammerDave on May 25, 2010, 12:13:12 pm
i dont know if this was reported or is it just me but

metallurgy is broken hardcore
sometimes when i order x amout of metal furniture(via manager), smith keeps making them endlessly
sometimes items marked for melting will stay in smlter, eating up your coke in wtf speed, giving back no metal bars
when you mark some metal furn for melting via stock screen, it marks some stone (!!) furn for metling as well

There are several bugs reported against the metal industry.
The material of the produced item frequently does not match the material supposedly used to make it
Attempting to melt items often results in a crash.  You're actually lucky it's staying alive.  well, that's debatable...   ;)
Having stone marked for melting, and no bars being produced, might be clues on the crash bug

Someone also reported getting steel bars for free, in the sense that it seemed to allow steel to be produced without consuming iron and/or pig iron.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Shiv on May 25, 2010, 04:37:38 pm
Has there been a fix to the Graphics bug yet?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 25, 2010, 04:38:53 pm
Has there been a fix to the Graphics bug yet?

Nope.  You can view the status of that bug here. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1911)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HammerDave on May 25, 2010, 07:01:36 pm
This is not the right place, but it's in a place that is likely to be noticed...

The bug tracker page has this at the top:
SYSTEM WARNING: session_start() [function.session-start]: open(/tmp/sess_jivba1t9mltkhrt8ngfo0b7ed6, O_RDWR) failed: Disk quota exceeded (122)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Maldevious on May 25, 2010, 07:43:41 pm
This is not the right place, but it's in a place that is likely to be noticed...

The bug tracker page has this at the top:
SYSTEM WARNING: session_start() [function.session-start]: open(/tmp/sess_jivba1t9mltkhrt8ngfo0b7ed6, O_RDWR) failed: Disk quota exceeded (122)

That will show up if you aren't logged in when you follow Footkerchief's link. Log in and you should go right through.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Shiv on May 25, 2010, 08:06:47 pm
Am I the only one who seems to have worse frame rates with this version? 

Additionally, it takes forever and half a day to create a new world, specifically in the 'offloading units' department. 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on May 25, 2010, 08:27:34 pm
Am I the only one who seems to have worse frame rates with this version? 

Additionally, it takes forever and half a day to create a new world, specifically in the 'offloading units' department.

 I have it as well, and i have a Dual 2.4 Ghz, 3 gig ram too.

it is confusing.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Josiwe on May 25, 2010, 08:48:24 pm
Am I the only one who seems to have worse frame rates with this version? 

Additionally, it takes forever and half a day to create a new world, specifically in the 'offloading units' department.

After the show-stopper bugs get fixed Toady may be able to look into issues like that - assuming they aren't fixed as a side effect of other bug fixes - but the best way to ensure that it at least gets looked at is to search the bugtracker for the related bug and add your details, like your system specs and any other notes you think might be relevant.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: bungler on May 25, 2010, 11:45:38 pm
OK, so this works great for me - it's not that much faster than using Baughn's DF accelerator hack, but it works great.

Thing is, I can't get to items in the Stocks window that have more than a few thousand entries. It skips straight past them as if I've hit up (or down) twice. ...


Where you able to resolve this?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HammerDave on May 26, 2010, 01:43:40 am
This is not the right place, but it's in a place that is likely to be noticed...

The bug tracker page has this at the top:
SYSTEM WARNING: session_start() [function.session-start]: open(/tmp/sess_jivba1t9mltkhrt8ngfo0b7ed6, O_RDWR) failed: Disk quota exceeded (122)

That will show up if you aren't logged in when you follow Footkerchief's link. Log in and you should go right through.

That's not it, I'm logged in.  It's acting like the server doesn't have enough space to do something.
Quote
SYSTEM WARNING: session_start() [function.session-start]: open(/tmp/sess_99fe0802a6b22498b6f35152afba3eb6, O_RDWR) failed: Disk quota exceeded (122)

Logged in as: HammerDave (David - reporter)   2010-05-25 23:40 PDT   RSS
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: koitsu on May 26, 2010, 01:57:40 am
PHP on the web server is set up to use server-side sessions (e.g. session/cookie data stored in files on the server, on the /tmp filesystem).  The filesystem /tmp is out of space.  The server administrator should fix the space issue and also tune php.ini properly to reap/expire old sessions more often.  There's also a good possibility that the PHP scripts on the system (e.g. this board) isn't properly calling session_destroy() when it should, meaning it ends up leaving files in /tmp.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: koitsu on May 26, 2010, 02:03:05 am
Am I the only one who seems to have worse frame rates with this version? 

Have you tried adjusting the "PRINT_MODE" parameter in data\init\init.txt to be something other than "STANDARD"?  The comments in the file preceding the PRINT_MODE declaration give some insight to possible values.  I tend to recommend 2D or 2DASYNC, but it greatly depends on what model of video card you have (nVidia vs. ATI vs. Intel usually).  This thread goes over the development and introduction of said feature (it's not your fault you weren't following it; and I'm not being sarcastic):

http://www.bay12forums.com/smf/index.php?topic=51957.0

Additionally, it takes forever and half a day to create a new world, specifically in the 'offloading units' department.

Creating a new world takes a long time for me too.  I'm really not too worried about this, but it does seem to be a concern for folks on laptop systems (CPU + GPU stress combination resulting in overheating).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 26, 2010, 02:56:52 am
I'd love to take a gander at the bugtracker. Captcha doesn't load though :/
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Narmio on May 26, 2010, 03:28:09 am
OK, so this works great for me - it's not that much faster than using Baughn's DF accelerator hack, but it works great.

Thing is, I can't get to items in the Stocks window that have more than a few thousand entries. It skips straight past them as if I've hit up (or down) twice. ...


Where you able to resolve this?

I was not, and I haven't seen it mentioned here or elsewhere for now.  Although I haven't tried messing around with the key_repeat delay in the init.  Sort of a minor bug, but I want to be able to see how much Bituminous Coal I've got left again!

Anyone else having this problem?  To reproduce, just create 4000+ of any type of item and then try to go to it in Stocks.  Easiest with stones in the course of any normal fort, although you could embark with thousands of something cheap and seven starving peasants just to create this effect!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 26, 2010, 03:38:04 am
Mantis should be fine now. There was an infinity of spam email, in the mail server toady didn't know was running... pushed it over the file-count limit.

Um, yeah. It's dead now.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 26, 2010, 03:45:16 am
Anyone else having this problem?  To reproduce, just create 4000+ of any type of item and then try to go to it in Stocks.  Easiest with stones in the course of any normal fort, although you could embark with thousands of something cheap and seven starving peasants just to create this effect!

It's a known bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1920)

Mantis should be fine now. There was an infinity of spam email, in the mail server toady didn't know was running... pushed it over the file-count limit.

Um, yeah. It's dead now.

Dang, that's random.  Thanks for getting that fixed.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kazang on May 26, 2010, 06:48:12 am
Am I the only one who seems to have worse frame rates with this version? 

Additionally, it takes forever and half a day to create a new world, specifically in the 'offloading units' department.

 I have it as well, and i have a Dual 2.4 Ghz, 3 gig ram too.

it is confusing.

This is easy to fix.

Remove the fps cap when generating worlds, then put it back on when you go to embark.  For some reason the fps cap is applied to back end calculations like offloading units in .04

I've reported this as a bug although he probably figured out why it was slowing down anyway.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Shiv on May 26, 2010, 07:52:12 am
Speaking of FPS caps:  does anyone else have their FPS counter located in the center-right of their screen?  Mine is no longer in the left hand portion and it blocks the dates in the status screen. 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kipi on May 26, 2010, 08:03:40 am
Speaking of FPS caps:  does anyone else have their FPS counter located in the center-right of their screen?  Mine is no longer in the left hand portion and it blocks the dates in the status screen.

Same here, and it's mostly due the reason that Toady used either 40d18 or 40d19 in the merge. Can't remember which one introduced the changes to FPS calculator like change of place and how it reports the FPS.

Yeah, it's annoying, though not bug actually. And you can always just disable the counter from init, and the problem solved.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Shiv on May 26, 2010, 08:11:21 am
Yes but then you don't know how many FPS you're getting.  Not much of a solution when it detracts. 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Greiger on May 26, 2010, 09:12:33 am
I guess I understand why it's moved there.  With high framerates I imagine it's difficult to tell when the game is paused.  The FPS counter obscures most of the pause indicator even at a cap of 50 fps.  Now with the new indicator of the GFramerate I bet it obscures it completely over there.

Problem is here, while it's usually out of the way, in some screens it obscures things like names.

Perhaps moving the pause indicator to where the FPS indicator currently is and moving the FPS indicator back to top left would work better?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 26, 2010, 10:03:18 am
I'm working on code that just moves it to wherever there's free space at the moment. That should do.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kazang on May 26, 2010, 10:05:00 am
If you set the width resolution wide enough you can see the back part of the month.  Turning off the display of the graphical frame rate also helps.  But afaik you can't actually move the fps counter.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 26, 2010, 11:27:43 am
Know what I'd really enjoy in the game? A good old "Refresh graphics" button. Right now, if you have partial print on and minimize the game, it all goes black. You can go into the ESC menu and back out to refresh the main area, but the sides of the screen never revert to the bricks that usually surround the gameplay area. Only way to do that would be to refresh the graphics.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 26, 2010, 11:29:19 am
Know what I'd really enjoy in the game? A good old "Refresh graphics" button. Right now, if you have partial print on and minimize the game, it all goes black. You can go into the ESC menu and back out to refresh the main area, but the sides of the screen never revert to the bricks that usually surround the gameplay area. Only way to do that would be to refresh the graphics.

A "refresh graphics" button would be a clumsy workaround at best.  What should be changed are the underlying issues, like this one. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2032)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Nonsapient on May 26, 2010, 02:14:22 pm
I just tried to go back to 40d, and all the workout-gym, doctorless ways,  and found I couldn't.  The changes in the interface between the two (space vs. esc. to exit designations and such, f9 in embark instead of escape, etc)  killed me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 26, 2010, 03:08:37 pm
I forgot. Should probably mention.

31.04 has all partial-printing forcibly disabled as a crude workaround for another problem. So yes, it will often be slower. ^^;
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Jurph on May 26, 2010, 03:20:08 pm
I forgot. Should probably mention.

31.04 has all partial-printing forcibly disabled as a crude workaround for another problem. So yes, it will often be slower. ^^;

Hey Baughn, is there a plan to fix the [GRAPHICS:YES] bug in a 'silent' patch of 31.04, or do we just have to wait for 31.05?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: zarmazarma on May 26, 2010, 03:48:22 pm
Uhh huh...

So I'm on the title screen, and I'm getting 260,000 fps lol. Time to see what it's like in game.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 26, 2010, 03:53:49 pm
Wait for 31.05 unless you're on linux, in which case you'll probably get a replacement libgraphics.so.

Update: Fixed the slow offloading problem, and probably other, similar ones.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on May 26, 2010, 04:21:09 pm
Am I the only one who seems to have worse frame rates with this version? 

Additionally, it takes forever and half a day to create a new world, specifically in the 'offloading units' department.

 I have it as well, and i have a Dual 2.4 Ghz, 3 gig ram too.

it is confusing.

This is easy to fix.

Remove the fps cap when generating worlds, then put it back on when you go to embark.  For some reason the fps cap is applied to back end calculations like offloading units in .04

I've reported this as a bug although he probably figured out why it was slowing down anyway.

I was referring mostly to game play FPS, ty though <3
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 26, 2010, 04:32:30 pm
I forgot. Should probably mention.

31.04 has all partial-printing forcibly disabled as a crude workaround for another problem. So yes, it will often be slower. ^^;
God damnit baughn, you got me all worried. Thought I wouldnt be able to play DF again, and then I figure out it's because you disabled it. Huzzah!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 26, 2010, 06:54:15 pm
Bug fixed: Grid sizes getting stuck on 80x25 if you let the intro movies play.

Workaround until 31.05: Turn off intro movies.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 26, 2010, 07:07:31 pm
Bug fixed: Graphics mode not working. Possible performance degradation in loading phase; looking at that. I don't know, maybe it's supposed to be this slow.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HammerDave on May 26, 2010, 07:11:00 pm
Workaround until 31.05:
Any outlook on 31.05 you're willing to share?  I fly out on Saturday for 10 DF-less days and wanna know if I can kick the 31.05 tires before I leave.

If there is anything a Legendary Software Engineer can do to help, feel free to PM.   :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 26, 2010, 07:12:20 pm
Toady's on vacation right now until June, so it won't be until after that, sorry.

Feel free to play Shin Megami Tensei: Devil Survivor instead. ^_^
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HammerDave on May 26, 2010, 07:13:59 pm
I'm quite content with 31.04, just working around the most glaring bugs and saving frequently.  :D :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Lord Darkstar on May 26, 2010, 07:17:56 pm
31.04 bug: Key binding changes made in game are not saved between session.

Update: Key bindings made at the master list (Play game, generate world, etc) also are not saved between sessions.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Diablous on May 26, 2010, 07:19:23 pm
After setting the key, you have to choose the save and exit option, or it will not be saved.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Narmio on May 26, 2010, 09:34:48 pm
Hey Baughn, re: the new (well, new as of d18/d19/whatever) FPS counter, I was wondering why bother to calculate simulation-FPS while paused at all?  It's really silly to see 300,000 simulation-FPS or whatever, and of course it's constantly changing, which makes it all the more obvious.  And then, sicne the new system uses a running average (which is great btw), it means you can't get a real FPS number for a while after unpausing.  I know it's just constantly running the game thread, going "Are we paused?  OK, not doing anything.  Are we still paused?" and so on.  But we users don't really see that as the game simulation running a few hundred thousand times a second, despite the fact that the simulation *loop* is running that fast. 

The game's internal FPS while paused should either be 0, infinite or undefined.  In practice that probably means putting just "-" as the displayed FPS while paused.  Alternatively, displaying the last known unpaused framerate might be an option.  And definitely exclude paused framerates from calculating the running average, even if that means starting the averaging again every time you unpause.

Just a small issue, not at all high priority.  But it would add some polish. 

Thanks for all your work, Baughn.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Lord Darkstar on May 26, 2010, 10:38:14 pm
After setting the key, you have to choose the save and exit option, or it will not be saved.

I am. The game shows the bindings correctly after the change. Exit game, start again, bindings are reset. They aren't being saved out. I have to MANUALLY edit the keybinding file, and that itself causes the enter key to stop working (unless you put in a new blank entry at the start of the file).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Lord Darkstar on May 26, 2010, 10:44:29 pm
WATER is washing away mud. Not good when you are trying to re-mud a farm chamber that got some of its mud eradicated when the room was cleaned after a fight with a beserking farmer.

Note: This is in an ALREADY cleaned room. I had to "Construct" a floor over where I needed to remud, unconstruct the floor. Then wet it again. No problem. But I had a couple of squares that would sometimes not get wet if the water spread in an odd way. So it took me a few cycles of watering the room to get it all muddied. But I noticed an ODD thing--- the floor tiles near the irrigation duct? They LOST their mud. Apparently, mud goes "dusting", "small pile", "pile", and then "ERASED". The formerly muddy squares are are acting like they have been cleaned, and will not get muddy. So here I go again at building a floor, lifting the floor, and remuddying the room.

Not good. And I watched the room after the first freaky disappearance of mud off a muddy tile. No dwarves ran in to clean them. Just getting them wet would (rarely) cause all the mud to disappear.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 26, 2010, 11:15:37 pm
I would also like to point out that if you floor over a Up/Down staircase, then unconstruct the floor AFTER it is built, you end up with a down staircase. Probably a bit realistic, if even a bug, though. If you have to floor over something, your only going to have to remove the top half.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: S31-Syntax on May 26, 2010, 11:55:13 pm
I'm getting a consistent crash when removing buildings from my bookkeeper's office... I'll try and narrow which ones are doing it, if indeed its a single building, but its quite annoying and unpredictable beyond the usual "this room causes issues" for me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 03:54:49 am
Narmio: I can't tell when the game is paused, see. That's why.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 05:15:23 am
Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?

I would, of course, make it configurable.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 27, 2010, 05:28:06 am
Hi!

Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?

I would, of course, make it configurable.

I, for one, would not be interested in that - the times when I need to repeat a key a substantial number of times are quite rare and I usually care more about precision.

However, fiddling around with the key repeat may solve the problem people have had with the oversensitive key repeat in the stock screen around entries with lots of items.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 05:34:26 am
Well, the key I'm interested in repeating is mainly the macro playback key. ;)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on May 27, 2010, 05:40:18 am
Deathworks pretty much sums my opinion of the key repeat idea as well.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Narmio on May 27, 2010, 05:49:21 am
Narmio: I can't tell when the game is paused, see. That's why.
That is a good reason!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 05:58:57 am
For the linux users: http://brage.info/~svein/df-head.tar.bz2 should have the most grievous bugs fixed.

Which is to say: A large performance improvement and graphics mode can both be yours, for the low, low price of $0.00
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kamil on May 27, 2010, 06:03:23 am
Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?

I would, of course, make it configurable.

It couldn't hurt with an on/off switch, but I don't believe it's something worth spending much time on.

Well, the key I'm interested in repeating is mainly the macro playback key. ;)

For now it's possible to record a playback of a loaded macro. With every playback during the recording, the macro is executed additional times.
It's kinda weird, but it works :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Nabobalis on May 27, 2010, 07:08:18 am
Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?

I would, of course, make it configurable.

I would like the plus/minus button to be like that on the embark screen, or a way of typing in the number of things we want.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: wurli on May 27, 2010, 07:56:35 am
For the linux users: http://brage.info/~svein/df-head.tar.bz2 should have the most grievous bugs fixed.

Which is to say: A large performance improvement and graphics mode can both be yours, for the low, low price of $0.00

thank you!
works like a charm

had a missing shared lib (libjpeg.so.8 ), but fixed it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Huw_Dawson on May 27, 2010, 09:14:25 am
Baughn, am I right in thinking you're fixing bugs pertaining to Toady's deployment of your graphics code so he can put it all into 31.05?

 If that's the case, June is going to be as neat as all heck - Minecraft gets multiplayer Survival Mode and DF gets a nice and clean merge. :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: HammerDave on May 27, 2010, 10:16:05 am
For the linux users: http://brage.info/~svein/df-head.tar.bz2 should have the most grievous bugs fixed.

Which is to say: A large performance improvement and graphics mode can both be yours, for the low, low price of $0.00

Cool, here's to hoping it works good!

Hmm, get my linux virtual machine going before leaving on the trip, or wait for the windows version after?   :-\
I wonder how my wife would react if I got moody and withdrew from society...   ;D

To include something on-topic:
The repeat that gets faster might be useful in limited situations.  That used to be a standard feature on some computer I had, don't remember which one.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: JeP on May 27, 2010, 11:04:57 am
Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?

I would, of course, make it configurable.
I don't know if this was used in the 40d16 version of the game, but I was able to select a lot of stuffs to trade just by pressing down+enter for a while and that was pretty handy.

If it could allow the same usage in the 31.x version, I'd totally vote for it !
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: timbojones on May 27, 2010, 11:47:23 am
After setting the key, you have to choose the save and exit option, or it will not be saved.

I am. The game shows the bindings correctly after the change. Exit game, start again, bindings are reset.

1) Start DF and go to the main menu
2) Hit ESC and select keybindings.  You see Macros, General, etc.
3) Go into one of the keybindings submenus
4) Add bindings, remove bindings to your preference
5) Hit ESC.  This brings you out of the keybindings menu completely.  DF knows about your new keybindings but they are only changed in memory, not on disc.
6) Return to the keybindings main screen
7) Select Save and Exit

The bug here is that step 5 should take you up one level rather than out of the keybindings screen completely.  You have to go back in to keybindings to save the new settings to disk.

Update: http://www.bay12games.com/dwarves/mantisbt/view.php?id=2084
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 27, 2010, 11:49:14 am
Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?

I would, of course, make it configurable.

I'd love this. Especially for the embark screen.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: akd on May 27, 2010, 11:50:02 am
For the linux users: http://brage.info/~svein/df-head.tar.bz2 should have the most grievous bugs fixed.

Which is to say: A large performance improvement and graphics mode can both be yours, for the low, low price of $0.00

If this somehow was addressed somewhere else then I apologize, but since this problem didn't exist with Toady's 0.31.04, and your new version was only posted this morning...
Anyway, I get this immediately when running the program.

./dwarfort.exe: symbol lookup error: /home/myname/games/df2010_04/libs/libstdc++.so.6: undefined symbol: _ZNSt7num_getIcSt19istreambuf_iteratorIcSt11char_traitsIcEEE2idE, version GLIBCXX_3.4

If this was simply a case of missing library I probably could figure it out, but this at a glance seems to be a problem with one of the packaged libs.. which is strange if no one else had that problem.
Running x86_64 OpenSUSE 11.2. Any ideas?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 27, 2010, 11:54:17 am
Did you inflate it over the zip for Linux in the first post in this thread? Head zips are just changes...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: akd on May 27, 2010, 11:58:45 am
Yes, it's in the same folder. The new executable gives that error. Before I was in the same boat with everyone else who had it working fine except for graphics:YES.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 12:28:18 pm
What version of glibc/libstdc++ do you have installed?

Also, try removing the libstdc++ in libs/.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Leperous on May 27, 2010, 01:07:37 pm
Huzzah, graphics work*, thank you!

Now the only gripe I have is that I can't seem to play at the native graphics resolution (16x16 pixels), so all the art is blurred. Have played with GRAPHICS_WINDOWEDX/Y and zooming but no luck.**

*Apart from the libjpeg8 thingy. http://packages.debian.org/sid/libjpeg8

**Also fixed but I had to either fullscreen, or extend the window off the edge of my laptop screen (alt+MMB+drag), probably because the window borders were taking up a couple of pixels, but some of my systems don't allow windows wider than the desktop. Possible minor bug?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: akd on May 27, 2010, 01:11:25 pm
Removing libstdc++ from libs/ gives

./dwarfort.exe: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.14' not found (required by /home/myname/games/df2010_04/libs/libgraphics.so)

According to package manager...
glibc: 2.10.1
libstdc++: 4.4.1
But if the library in libs/ is providing the correct version, then perhaps something is not linked correctly (usually what undefined symbol means if I'm not mistaken?) I can easily install some older versions of libstdc++ from my package manager, but seemingly none of "3.4." I can do 3.3, or various other 4.x.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 02:01:22 pm
gcc's versioning is utterly insane; what it actually wants is gcc-libs 4.5.0 or newer.  ::)

It's an unfortunate consequence of my using Arch and thus compiling libgraphics on a machine with very new software. If you wait for the next official release, that'll work; otherwise you can try to track down 4.5, but don't break your system over it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: koitsu on May 27, 2010, 02:17:05 pm
All of this could also be mostly solved if Dwarf Fortress was released in source form.  (Nah, it's not an ultimatum of a solution, it has its issues too, but not those of this sort.  :-) )
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: akd on May 27, 2010, 02:21:51 pm
S'pose I can wait a little longer.

But I'm still a little confused about the original error... forgive me, but it really does seem like some sort of linker problem/issue of wrong file provided. I am talking out of my ass a little, of course, not knowing the setup of anything for this. Anyway, you've worked enough though, so don't go out of your way on my behalf.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Leperous on May 27, 2010, 02:40:59 pm
Now on my 64-bit machine I needed a 32-bit version of libncursesw5, took a while to figure this one out:

http://packages.debian.org/search?keywords=lib32ncursesw5

Also had to figure out a 32-bit version of libjpeg8 - simply copied the libjpeg.so.8 file inside the following into /usr/lib32 and ran sudo ldconfig:

ftp://fr2.rpmfind.net/linux/opensuse/factory/repo/oss/suse/x86_64/libjpeg8-32bit-8.0.1-1.5.x86_64.rpm
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 03:16:18 pm
Solved: Esc quitting the keybinding screens instead of going up a level.

Workaround for 31.04: Bind leavescreen to space instead of esc, like it used to be.

Extra bonus: The keybinding-writer now inserts an empty line at the start of the file.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: DonerKebab on May 27, 2010, 03:16:26 pm
I have the same issue with the small version.  Couldn't even find the temp/weather settings in the init file.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 27, 2010, 03:52:48 pm
Keyboard repeat bug, instantly repeats when a modifier key is released.  You can get the instant repeat by building
a bridge, road, windmill, waterwheel, etc.  At the material selection press and hold Shift, then press Enter.  Immediately
release the Shift then the Enter.

Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?

I would, of course, make it configurable.
I think a better configuration mark would be number of repeats.  After say 5 to 10 it seems likely that the
user wants a lot more.  Making it suddenly jump faster would be bad though, it has to accelerate in.  Last time I
surveyed your KB code it looked like you seperated presses of a key; meaning Left, Left, (hold for 3 repeats)Left
is already different from (hold for 5)Left.  It shouldn't be hard to add a counter then use that for calculating how
much to accelerate.  For the user that mentioned it, I believe it was the Amiga. There have also been some
word processing programs that used a method similar to what I outlined above.

Well, the key I'm interested in repeating is mainly the macro playback key. ;)
Make programmable macros.  People seemed to like them.  The quick record and playback is nice, but sometimes
you just need more magma.

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Woof on May 27, 2010, 03:59:17 pm
Couldn't even find the temp/weather settings in the init file.


checked the new d_init ?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 27, 2010, 04:03:55 pm
Narmio: I can't tell when the game is paused, see. That's why.
Bah!

You mentioned moving the FPS counter around based on what is not being used.  That means you are reading
through the graphics buffer for where to put it.  Why not just read the through the first 10 characters for
"*PAUSED*", then display only the GFPS behind it.  See you know when the game is paused as a user, and
you can put that into code.  You don't need the nice boolean flag.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 04:07:39 pm
I'd rather just ask Toady for the flag. :P
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 27, 2010, 04:08:51 pm
Solved: Esc quitting the keybinding screens instead of going up a level.

Workaround for 31.04: Bind leavescreen to space instead of esc, like it used to be.

Extra bonus: The keybinding-writer now inserts an empty line at the start of the file.

Hey, if you now bind the space for "leave screen", isn't it used everywhere? For example, if you're making job orders and searching for a item, and want to type "ROCK DOOR", boom, as soon as you hit space you leave the screen (it used to be something like F9?)

For the linux users: http://brage.info/~svein/df-head.tar.bz2 should have the most grievous bugs fixed.

Which is to say: A large performance improvement and graphics mode can both be yours, for the low, low price of $0.00

Thanks a lot, I'll give it a go.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 04:14:28 pm
Possibly, though if that happens it's a bug. You might have to choose your bug, though.

Keeping the default esc binding will work fine in 31.05, however.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 27, 2010, 04:28:41 pm
Hey, if you now bind the space for "leave screen", isn't it used everywhere? For example, if you're making job orders and searching for a item, and want to type "ROCK DOOR", boom, as soon as you hit space you leave the screen (it used to be something like F9?)

Yes.  This bug, I think. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=60)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: voneiden on May 27, 2010, 04:48:44 pm

Yes.  This bug, I think. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=60)
Yep yep.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 27, 2010, 05:23:31 pm
Love those globals...at least I think it already is a global and not defined as a member of the game view.
I'd rather just ask Toady for the flag. :P
A cleaner OO way of doing it is to move the increment of the FPS counter into interfacest::loop behind an if.
    if (currentscreen->logic()) update_fps();
Toady would have to add the returns all over the place.  It is more work but better form.

Also since I am looking at it there are a few changes that should be made in interfacest::loop anyhow.
at line 858 of interface.cpp
---    if (currentscreen->child==NULL) currentscreen->logic();
+++ currentscreen-->logic();
The child member will always be null here and removing the if can shave a few more clock cycles.

at line 872
---        if (era.size() == 0) {
---          if(enabler.mouse_lbut || enabler.mouse_rbut) currentscreen->feed(era);
---          break;
---        }
This seems to be left over from when the key_conflict bad stuff back got back in.  Those lines should be moved down to 932.
at line 928
---       currentscreen->feed(era);
at line 932
+++        if (era.size() == 0) {
+++          if(enabler.mouse_lbut || enabler.mouse_rbut) currentscreen->feed(era);
+++        } else currentscreen->feed(era);

I am going to look a little more for when the key_conflict got put back.  It is just a bad idea.
Title: Re: fmodex.dll?
Post by: anacrucis on May 27, 2010, 05:38:03 pm
Hi, apologies if this has already come up in this thread (a quick search indicated it hasn't) - has anyone had an "fmodex.dll not found" error? I can see the file sitting right there in the df_31_04_win directory. Running XP SP3.

(similarly?) on my desktop (running Vista, SP?) I got an error that mouse.png could not be found, when it's right there in the directory it purported not to be found in.

Must say I've learned a lot about editing init.txt, but the dll issue is sort of a show stopper for 0.31.4 on the lappy. This means my dwarfs may have to resort to playing in the melting rain for their daily dose of Fun.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 07:52:14 pm
I fixed the annoying bug where (most notably) having lots of rocks causes the stock screen to skip over the rock entry. Not a very nice fix, but it works; I'll figure out something nicer later, maybe.

A 31.05 may be coming up soon.

Key-repeat acceleration is in, and on by default. It's configurable, but I don't think anyone will be bothered by the current implementation.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 27, 2010, 08:09:58 pm
Baughn, got another keyboard bug.  In order to replicate it you need to cause a nice delay during the game logic loop, hooking a lever to about 15 bridges and setting a dwarf to repeat pull should do it.  Then press and release U then press and release M.  If you replicated the bug the Military screen will be displaying.  Pressing ESC at this point will cause the Units List screen to be displayed, I can't quite figure why it goes to the Units here.  The correct result would be the display of the Manager screen.

In any case it looks like the problem is caused in one of the many spots where you create an iterator and then change the contents of the container.  Per http://www.cppreference.com/wiki/stl/iterators at the bottom of the page...Invalidating Iterators; it is a bad idea.  I couldn't find anything indicating what protections the set template provides for that type of change, maybe it protects it entirely.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 27, 2010, 08:16:35 pm
Baughn, got another keyboard bug.  In order to replicate it you need to cause a nice delay during the game logic loop, hooking a lever to about 15 bridges and setting a dwarf to repeat pull should do it.  Then press and release U then press and release M.  If you replicated the bug the Military screen will be displaying.  Pressing ESC at this point will cause the Units List screen to be displayed, I can't quite figure why it goes to the Units here.  The correct result would be the display of the Manager screen.

Sounds like this bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2072) (one of the notes mentions going to the wrong menu after hitting Esc).  I don't think the lever-pulling is necessary to reproduce it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 27, 2010, 08:24:32 pm
For all the tree-based structures (including set, map and list (a list is a very unbalanced tree, okay?)), altering the structure does not invalidate any iterators except those pointing to a now-erased node.

The bug is real, though, I just don't think that's why. Weird bug.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 27, 2010, 08:49:53 pm
I will look into that U,M one more and see if I can think of where in the code it lies.

Since a number of the bugs people reported seemed to stop happening with completely unrelated init.txt changes I was keeping an eye out for odd memory corruptions.  I just read through the initial commit with all of Toady's changes and spotted this one.  In win32_compat.cpp he added an itoa function.
at line 74
+  *out = 0;
   std::reverse(result, out);
-  *out = 0;

Also the "abs(quot%base)" above that should just be "quot%base"  with the abs being preformed once when quot is initially assigned.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 27, 2010, 09:59:22 pm
Speaking of that itoa the use of reverse can be eliminated by calculating the length.  For small numbers the calculation would probably be nearly the same clock cycles, but larger values would definitely be faster.  You might try it for some speed tests, I am going to guess that saving would be where it is called the most.
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mr. Accident on May 28, 2010, 02:22:15 am
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....

*sticks nose in air*
A whole punch card? YOU WERE LUCKY TO HAVE A PUNCH CARD! Back in my day, we had to work for a unforgiving blood god (His name was Armok, but we called him "The Player", and not for his notorious pimping of the cats) who usually sacrificed us for a HOLE. But we were ecstatic back then...

Well, when I call it a punch card, it was more of broken-off sliver of the Antikythera mechanism, floating in a puddle of radioactive septic goo that had a tendency to mutate animals into obnoxious teenaged vigilante's.... but it was a punch card to us!

You were lucky to have your puddle of radioactive septic goo! There were a hundred and fifty of us living on a single hard disk platter in a broken-down IBM RAMAC that rendered about three frames during the entire Clinton administration. Every morning at six we'd get up, defragment the hard drive with our tongues, and head down to the mill where we'd have our arms and legs ripped off by elephants for a chance at seeing a single 'E'!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 28, 2010, 03:05:21 am
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....

*sticks nose in air*
A whole punch card? YOU WERE LUCKY TO HAVE A PUNCH CARD! Back in my day, we had to work for a unforgiving blood god (His name was Armok, but we called him "The Player", and not for his notorious pimping of the cats) who usually sacrificed us for a HOLE. But we were ecstatic back then...

Well, when I call it a punch card, it was more of broken-off sliver of the Antikythera mechanism, floating in a puddle of radioactive septic goo that had a tendency to mutate animals into obnoxious teenaged vigilante's.... but it was a punch card to us!

You were lucky to have your puddle of radioactive septic goo! There were a hundred and fifty of us living on a single hard disk platter in a broken-down IBM RAMAC that rendered about three frames during the entire Clinton administration. Every morning at six we'd get up, defragment the hard drive with our tongues, and head down to the mill where we'd have our arms and legs ripped off by elephants for a chance at seeing a single 'E'!

WHAT? A WHOLE DISK PLATTER? BLASPHEMY!
When I was your age, over 9000 of us lived in a single particle of matter! Every day we had to be on the lookout for flying electron particles, while the very neurons that we stood on kept giving way, killings hundreds of us every day!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Lord Darkstar on May 28, 2010, 03:34:58 am
I've found a very neat bug. My apologies if this has already been reported:

If you dig a descending staircase/fortress area through a cavern without revealing the cavern (you didn't break into the cave), your weavers will walk down to the z-level where there is spider silk, go as far as they can towards it, then collect the silk. This bug keeps your weavers safe.

Next time I break into a cavern system, I'll have to try walling off the whole cave, and see if my weavers will be able to collect that spider web as well.

Thanks for the fun game!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on May 28, 2010, 03:46:40 am
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....

*sticks nose in air*
A whole punch card? YOU WERE LUCKY TO HAVE A PUNCH CARD! Back in my day, we had to work for a unforgiving blood god (His name was Armok, but we called him "The Player", and not for his notorious pimping of the cats) who usually sacrificed us for a HOLE. But we were ecstatic back then...

Well, when I call it a punch card, it was more of broken-off sliver of the Antikythera mechanism, floating in a puddle of radioactive septic goo that had a tendency to mutate animals into obnoxious teenaged vigilante's.... but it was a punch card to us!

You were lucky to have your puddle of radioactive septic goo! There were a hundred and fifty of us living on a single hard disk platter in a broken-down IBM RAMAC that rendered about three frames during the entire Clinton administration. Every morning at six we'd get up, defragment the hard drive with our tongues, and head down to the mill where we'd have our arms and legs ripped off by elephants for a chance at seeing a single 'E'!

WHAT? A WHOLE DISK PLATTER? BLASPHEMY!
When I was your age, over 9000 of us lived in a single particle of matter! Every day we had to be on the lookout for flying electron particles, while the very neurons that we stood on kept giving way, killings hundreds of us every day!

Only hundreds?!

Son, in my day we didn't have 9,000 of us in one particle, no, not 9,000, not 10,000, not 1,000,000, not even 100,000,000. No, we had 100,000,000,000,000,000,000 of us in one particle!

Every day we would lose hundreds of thousands for each Picometre of movement anywhere on the earth! We stopped counting the deaths a mere second after we started!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 28, 2010, 05:15:50 am
Speaking of that itoa the use of reverse can be eliminated by calculating the length.  For small numbers the calculation would probably be nearly the same clock cycles, but larger values would definitely be faster.  You might try it for some speed tests, I am going to guess that saving would be where it is called the most.
Nope, it's practically not called at all. I'm not going to bother trying to optimize unused code.. making it correct, okay, that's another matter.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 28, 2010, 05:23:50 am
Since a number of the bugs people reported seemed to stop happening with completely unrelated init.txt changes I was keeping an eye out for odd memory corruptions.  I just read through the initial commit with all of Toady's changes and spotted this one.  In win32_compat.cpp he added an itoa function.
at line 74
+  *out = 0;
   std::reverse(result, out);
-  *out = 0;
Actually, that's perfectly fine. std::reverse doesn't look for zeroes, so whether the terminator is added before or after the call doesn't matter.
Quote
Also the "abs(quot%base)" above that should just be "quot%base"  with the abs being preformed once when quot is initially assigned.
Point, but another micro-optimization on unused code; not really worth thinking about whether it'd still be correct.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 28, 2010, 06:21:35 am
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....

*sticks nose in air*
A whole punch card? YOU WERE LUCKY TO HAVE A PUNCH CARD! Back in my day, we had to work for a unforgiving blood god (His name was Armok, but we called him "The Player", and not for his notorious pimping of the cats) who usually sacrificed us for a HOLE. But we were ecstatic back then...

Well, when I call it a punch card, it was more of broken-off sliver of the Antikythera mechanism, floating in a puddle of radioactive septic goo that had a tendency to mutate animals into obnoxious teenaged vigilante's.... but it was a punch card to us!

You were lucky to have your puddle of radioactive septic goo! There were a hundred and fifty of us living on a single hard disk platter in a broken-down IBM RAMAC that rendered about three frames during the entire Clinton administration. Every morning at six we'd get up, defragment the hard drive with our tongues, and head down to the mill where we'd have our arms and legs ripped off by elephants for a chance at seeing a single 'E'!

WHAT? A WHOLE DISK PLATTER? BLASPHEMY!
When I was your age, over 9000 of us lived in a single particle of matter! Every day we had to be on the lookout for flying electron particles, while the very neurons that we stood on kept giving way, killings hundreds of us every day!

Only hundreds?!

Son, in my day we didn't have 9,000 of us in one particle, no, not 9,000, not 10,000, not 1,000,000, not even 100,000,000. No, we had 100,000,000,000,000,000,000 of us in one particle!

Every day we would lose hundreds of thousands for each Picometre of movement anywhere on the earth! We stopped counting the deaths a mere second after we started!
YOU HAD PICOMETRES?
Son, let me tell you. In my day, we lived a hundred of us to each planck volume, and GLAD OF IT. Every day we had to fight back the black holes that threatened to form, and we were HAPPY they weren't CARP.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Drifton on May 28, 2010, 07:18:20 am
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....

*sticks nose in air*
A whole punch card? YOU WERE LUCKY TO HAVE A PUNCH CARD! Back in my day, we had to work for a unforgiving blood god (His name was Armok, but we called him "The Player", and not for his notorious pimping of the cats) who usually sacrificed us for a HOLE. But we were ecstatic back then...

Well, when I call it a punch card, it was more of broken-off sliver of the Antikythera mechanism, floating in a puddle of radioactive septic goo that had a tendency to mutate animals into obnoxious teenaged vigilante's.... but it was a punch card to us!

You were lucky to have your puddle of radioactive septic goo! There were a hundred and fifty of us living on a single hard disk platter in a broken-down IBM RAMAC that rendered about three frames during the entire Clinton administration. Every morning at six we'd get up, defragment the hard drive with our tongues, and head down to the mill where we'd have our arms and legs ripped off by elephants for a chance at seeing a single 'E'!

WHAT? A WHOLE DISK PLATTER? BLASPHEMY!
When I was your age, over 9000 of us lived in a single particle of matter! Every day we had to be on the lookout for flying electron particles, while the very neurons that we stood on kept giving way, killings hundreds of us every day!

Only hundreds?!

Son, in my day we didn't have 9,000 of us in one particle, no, not 9,000, not 10,000, not 1,000,000, not even 100,000,000. No, we had 100,000,000,000,000,000,000 of us in one particle!

Every day we would lose hundreds of thousands for each Picometre of movement anywhere on the earth! We stopped counting the deaths a mere second after we started!
YOU HAD PICOMETRES?
Son, let me tell you. In my day, we lived a hundred of us to each planck volume, and GLAD OF IT. Every day we had to fight back the black holes that threatened to form, and we were HAPPY they weren't CARP.

Blah, Lucky worms, all of you. i only had access to the 5 spirits Earth, wind, Fire, water and lighting. i had none of this quantum Eistine mumble jumbo mechanics. we worshiped the Toads and where happy with our lot in life
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on May 28, 2010, 07:21:19 am
Curse my god damn computer, lagging attempting to show the pure badassery of all those quotes put together.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Leperous on May 28, 2010, 08:00:22 am
If you dig a descending staircase/fortress area through a cavern without revealing the cavern (you didn't break into the cave), your weavers will walk down to the z-level where there is spider silk, go as far as they can towards it, then collect the silk. This bug keeps your weavers safe.

The spiders can walk through walls and often weave their webs inside your staircase. Is that what you're seeing?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Huw_Dawson on May 28, 2010, 08:07:30 am
Hmm, I'm using the Linux version that Baughn compiled and Mayday's custom tileset isn't working. It keeps displaying the example dwarf graphics even if everything around it is using mayday.png AND the example graphics have been totally deleted.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Turambar on May 28, 2010, 08:11:11 am
Hmm, I'm using the Linux version that Baughn compiled and Mayday's custom tileset isn't working. It keeps displaying the example dwarf graphics even if everything around it is using mayday.png AND the example graphics have been totally deleted.

you forget to change it in the init?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Huw_Dawson on May 28, 2010, 08:27:55 am
Just checked in the original raw/graphics init and the format's been changed. Looks like I'm gonna have to wait for the guy who makes Maygreen to get a new version out. :|
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: shadowclasper on May 28, 2010, 10:23:12 am
NO MORE ACIDIC RAIN?! AWESOME :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 28, 2010, 02:23:32 pm
Actually, that's perfectly fine. std::reverse doesn't look for zeroes, so whether the terminator is added before or after the call doesn't matter.

Point, but another micro-optimization on unused code; not really worth thinking about whether it'd still be correct.
Yep.  I gave up searching for a reference to it and just dug through the stl headers until I found it.  Guess I should have checked the forum before I spent time on it.  Sorry to have wasted yours.

Constant micro optimisations keep things from getting slow.  They also lead to a habit of writing more efficient code.  It isn't so much about whether that particular function is used often, or whether the change in speed is significant; it is about forming the habit of writing things that will run fast the first time.

Think of it as an editorial change, like correcting a mispelled word.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: StrawberryBunny on May 28, 2010, 02:25:54 pm
"Premature optimization is the root of all evil." -Donald Knuth
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 28, 2010, 04:30:01 pm
Constant micro optimisations keep things from getting slow.  They also lead to a habit of writing more efficient code.  It isn't so much about whether that particular function is used often, or whether the change in speed is significant; it is about forming the habit of writing things that will run fast the first time.

Think of it as an editorial change, like correcting a mispelled word.
I agree to some extent. If there are two ways to write something, and one is faster while not being noticably more complex, I'll pick the faster way.

However, that's when writing new code. When editing old, working code for performance - I'll avoid touching it if I don't have a good reason to think it'll help, for fear of introducing bugs.

In this case, profiling shows that itoa isn't called. At all. Ever. :P
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Leperous on May 28, 2010, 04:31:04 pm
Never mind, just pointing out that equipment selection always crashes the game for me :/
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 28, 2010, 05:49:41 pm
In this case, profiling shows that itoa isn't called. At all. Ever. :P
That is when it is time to put some comments around it that says it is not used and move it to the bottom of the file.  Then no one has to skim past it it to check for optimisations or obscure bugs.

Of course someone will reply with some blather as an excuse why not to do that.  All I have to say is think of how much time you spend scrolling up and down when you are refreshing your memory on how some code you wrote 5 years ago works.  Then do it again 5 years later.  At that point you will understand why I say put it at the bottom of the file with a distinct comment that let's you know not to bother looking at the rest of the file.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 28, 2010, 06:00:09 pm
Well, I'm sure there's some call to it.. somewhere...

Whatever. This isn't my code, and I'm not about to start making arbitrary changes for no good reason to code I don't own. Moving it, or just plain deleting it, would make sense if it were my own, but so far I haven't touched win32_compat.cpp at all.

Hmm.. it was originally written by BHelyer, wasn't it? Why don't you take it up with him instead?

..why would you even be reading code to look for optimizations? Run a profiler, and it'll tell you exactly where optimizing will do you any good. Callgrind will do nicely.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corbald on May 28, 2010, 07:42:55 pm
You kidding me?  I've put myself through 1 - 2 fps for regular DF games, hours spent watching my dwarfs going to the stockpile and then drinking for hours. 

Some people don't realize how good they have it...

1 to 2 FPS? Luxury! Why, we used to have to share a single frame every minute, all twenty-six of us, with no backlight, and 'alf the screen was missing, and we were all huddled in one corner for fear of falling...

A single frame? You were lucky to have a frame! We had to live in the hole of a punch card dropped under the central housing of a UNIVAC II in a decommissioned nuclear silo, and every-morning we'd have to get up at 4;00 AM and die of radiation that was leaking from a nearby cracked warhead. But we were happy then....

*sticks nose in air*
A whole punch card? YOU WERE LUCKY TO HAVE A PUNCH CARD! Back in my day, we had to work for a unforgiving blood god (His name was Armok, but we called him "The Player", and not for his notorious pimping of the cats) who usually sacrificed us for a HOLE. But we were ecstatic back then...

Well, when I call it a punch card, it was more of broken-off sliver of the Antikythera mechanism, floating in a puddle of radioactive septic goo that had a tendency to mutate animals into obnoxious teenaged vigilante's.... but it was a punch card to us!

You were lucky to have your puddle of radioactive septic goo! There were a hundred and fifty of us living on a single hard disk platter in a broken-down IBM RAMAC that rendered about three frames during the entire Clinton administration. Every morning at six we'd get up, defragment the hard drive with our tongues, and head down to the mill where we'd have our arms and legs ripped off by elephants for a chance at seeing a single 'E'!

WHAT? A WHOLE DISK PLATTER? BLASPHEMY!
When I was your age, over 9000 of us lived in a single particle of matter! Every day we had to be on the lookout for flying electron particles, while the very neurons that we stood on kept giving way, killings hundreds of us every day!

Only hundreds?!

Son, in my day we didn't have 9,000 of us in one particle, no, not 9,000, not 10,000, not 1,000,000, not even 100,000,000. No, we had 100,000,000,000,000,000,000 of us in one particle!

Every day we would lose hundreds of thousands for each Picometre of movement anywhere on the earth! We stopped counting the deaths a mere second after we started!
YOU HAD PICOMETRES?
Son, let me tell you. In my day, we lived a hundred of us to each planck volume, and GLAD OF IT. Every day we had to fight back the black holes that threatened to form, and we were HAPPY they weren't CARP.

Blah, Lucky worms, all of you. i only had access to the 5 spirits Earth, wind, Fire, water and lighting. i had none of this quantum Eistine mumble jumbo mechanics. we worshiped the Toads and where happy with our lot in life

BAH! None of you have the right to complain! I just had to DO THE DISHES!!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mr. Accident on May 28, 2010, 07:59:04 pm
BAH! None of you have the right to complain! I just had to DO THE DISHES!!

But if you try to tell that to the young people today, they won't believe you!


(I think the quote pyramid has to end somewhere, right? :P)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 28, 2010, 08:46:12 pm
Well, I'm sure there's some call to it.. somewhere...

Whatever. This isn't my code, and I'm not about to start making arbitrary changes for no good reason to code I don't own. Moving it, or just plain deleting it, would make sense if it were my own, but so far I haven't touched win32_compat.cpp at all.
Mostly my aim was to babble about general good practices, it helps me think.

Quote
Hmm.. it was originally written by BHelyer, wasn't it? Why don't you take it up with him instead?
I think the particular function in question was copied from a code repository.  I don't want to get started babbling about that.

Quote
..why would you even be reading code to look for optimizations? Run a profiler, and it'll tell you exactly where optimizing will do you any good. Callgrind will do nicely.
I read that because it was in the diff for .04, it is one of my bad habits to pay more attention to things that have changed than to things that are still the same.

Wow, profilers must be getting really good if they can tell you exactly where your code needs to be fixed.  Next they will be writing the code too.

Anyhow more testing with the U,M subsequent ESC sequence.  I got it to display the Military screen when doing hold U + press and hold M (released both after the Military displayed).  It happens much less often then the rapid series of presses, implying that the frequency of erases and inserts in add_input is a factor.

The only way I can see all the observed behaviors occuring is if get_input returned a set with both those keypresses.  Then the gameview's feed processes both creating the Units screen then creating the Military, both with push_at_back.  In order for that to happen the serial member for both presses must be the same; and the only way for a serial number to be reused is if clear_input is called.

Quick fix answer remove the reset of the serial counter from clear_input.
Long term, you are hunting for a threading issue.  Good luck.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: iambap on May 28, 2010, 10:06:45 pm
Bug fixed: Grid sizes getting stuck on 80x25 if you let the intro movies play.

Workaround until 31.05: Turn off intro movies.

Thanks for fixing my issue :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: 0x517A5D on May 29, 2010, 12:34:48 am
@Baughn: Would it be feasible to have a reload-the-ini-files option on the Escape menu or somewhere?

I'm not asking for interactive editing, just for a reparse.

I am exiting and restarting DF more than I like to workaround the stock menu key repeat bug and the macro repeat bug.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 29, 2010, 02:53:25 am
Veroule: Turn on debugging mode when you compile the code, and it'll print the interfacekey sets as they are returned.. which will show you that sometimes, it goes to the wrong screen even after returning the keys separately and in the right order. ..yeah. Debugging this should be fun.

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: RumblingNoise on May 29, 2010, 06:27:09 am
Anyone else still suffering from lack of fish in rivers and ponds on many embarks?
I think i've managed to get only one embark site where there's fish,but in the rest of the 5 embark sites... There is nothing to catch anywhere.
Does the temperature of the site affect fish populations a lot? For example if you're on a hot site?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Woof on May 29, 2010, 06:35:24 am
Anyone else still suffering from lack of fish in rivers and ponds on many embarks?
I think i've managed to get only one embark site where there's fish,but in the rest of the 5 embark sites... There is nothing to catch anywhere.
Does the temperature of the site affect fish populations a lot? For example if you're on a hot site?


I usually embark on brooks and haven't seen ANY fish, but the one time I embarked on a major river it was full of carp :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 29, 2010, 07:54:31 am
Hi!

Anyone else still suffering from lack of fish in rivers and ponds on many embarks?
I think i've managed to get only one embark site where there's fish,but in the rest of the 5 embark sites... There is nothing to catch anywhere.
Does the temperature of the site affect fish populations a lot? For example if you're on a hot site?

I raise my hand. I am facing fishless sites all through 31.04. And I usually go for temperate to cold climates (my current site has the ponds (no brook/river) freeze from late autumn to late spring). So, it is not evaporating ponds that causes the problems for me.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MrLobster on May 29, 2010, 10:08:29 am
Display bug I've noticed:
When hooking up a lever to something, the screen draw seems to lag behind what I've selected.

That is, when I choose to link up a bridge to the lever and the menu has auto-selected my rough microcline bridge, the screen does not jump to where the bridge is.

Then when I select the next bridge on the menu (a rough orthoclase bridge), THEN the screen jumps to the microcline bridge. Of course it's not selected, so the yellow X isn't around anywhere, and if I click OK, it's really the orthoclase bridge that will be selected.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dark Dude on May 29, 2010, 11:03:29 am
Standard mode gives me 8 FPS, 2D gives me 40 FPS. Ty for 2D mode Toady <3
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: armrha on May 29, 2010, 11:05:32 am
Display bug I've noticed:
When hooking up a lever to something, the screen draw seems to lag behind what I've selected.

That is, when I choose to link up a bridge to the lever and the menu has auto-selected my rough microcline bridge, the screen does not jump to where the bridge is.

Then when I select the next bridge on the menu (a rough orthoclase bridge), THEN the screen jumps to the microcline bridge. Of course it's not selected, so the yellow X isn't around anywhere, and if I click OK, it's really the orthoclase bridge that will be selected.

Known bug. Also mentioned at least four times in the thread too, but nobody reads the thread or uses search anyway...

Mantis Link: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1915
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Leperous on May 29, 2010, 11:38:24 am
Well, if there was any (apparent) basic pre-release fortress testing, further than the cursory "the arena loads!" then these obvious bugs wouldn't get reported over and over. Bridges are obviously broken, smelting is obviously broken, temperature is obviously broken, military is obviously broken, hospitals are... But anyway, you can't expect to go for un-polished releases and be surprised when the same bugs keep getting found and reported by everyone.
 
Don't get me wrong, I don't really care - this is how Toady chooses to go about his work, plus it's inspiring me to learn Python to write this sort of game, partially so I can get an inkling as to why fixing this stuff is so complicated and time consuming.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: MrLobster on May 29, 2010, 12:15:53 pm
Known bug. Also mentioned at least four times in the thread too, but nobody reads the thread or uses search anyway...

Mantis Link: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1915
1. I'm not going to filter through 47 pages of coding arguments and Monty Python gags.
2. Maybe I should have used search, but search works so crappily on bboards that I rarely bother.
3. You want to make things easier for people to report bugs.
    A. So, letting them post bugs in the thread where it says they should report bugs is good.
    B. Also, not givin' them no guff about duplicate reports is also good.

Thanks for your help in ensuring a quality product. HAND.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 29, 2010, 01:24:25 pm
Sent an email with changes that should fix the multiple screen problem.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Octopusfluff on May 29, 2010, 01:59:42 pm
It might also be helpful if the first post were updated with 'known issues' as they get reported.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: naptha on May 29, 2010, 02:02:06 pm
Thanks to all the bug reporters and coder gremlins, it makes life for the rest of us that much better!  :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on May 29, 2010, 02:25:33 pm
Hi!

2. Maybe I should have used search, but search works so crappily on bboards that I rarely bother.

Please don't misunderstand my intention. I don't want to attack anyone, but I think you may find this information interesting:

As far as I recall, they said that the thread search function at bay12 forums has been fixed in the past few days/weeks. So, maybe the search works better here now (haven't really tested it, though).

I just mention that since it may be generally useful for you and you do not seem to be aware of that.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 29, 2010, 02:45:32 pm
It has. Search should pick up new messages within five minutes, now.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corbald on May 29, 2010, 02:56:35 pm
Using the binary posted somewhere earlier in this thread (the win32 one that skips texture checks, iirc) I have been able to get ogl mode (VBO, specifically) working. Been playing around for a bit, and (bugs aside) I gotta say I like the new stuff. Burrows are FRIGGIN AWESOME!! and the new military setup, while confusing, (and buggy) is also exceedingly powerful. I haven't done much with the Hospital stuff yet. Also loving the new HFS...

Spoiler (click to show/hide)

I'm planning on creating a very large open area a few z-levels above the hot HFS for tree farming, but I'm running into the same issue with mud washing away that others are, so we'll have to see how that goes.

Only two more things that would make my fortress perfect. A rotation sensor, to flip switches when an axel/gearbox changes state, and an 'Alert Bell' that would toggle between two Alerts when a switch or pressure sensor changes states. (Hum... think I'll post those in the suggestions forum as well)

Bugs aside, I love the new content, and can't wait for my first siege to test out the military, and all this steel armor/weapons I have made.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 29, 2010, 03:43:14 pm
You should be careful about the hacked binary. The graphics failure is actually due to a threading error - race condition and erronous opengl use - and bypassing the safeties like that hack does is quite likely to make DF crash eventually.

That said, if it works for you, good. I only hope the fix I've got actually fixes the real problem, since here I just got a crash instead of seeing the dialog. I fixed the crash, but can't be sure that's all of it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 29, 2010, 04:14:47 pm
Baughn, thought of one more piece of the puzzle.  If the interface breakdown level changes in response to an input then the inputs need to stop feeding.

You might want to put a commented section in between the call to currentscreen->logic() and the feeding of input.  Then let Toady decide on the efficacy of that code.
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 29, 2010, 04:19:42 pm
Definitely true, and well spotted with the whole issue. DF in general has trouble handling multiple input events in one frame, however; there's even code specifically to avoid giving any on particularly troublesome screens, like all of adventure mode.

Right now, I'm wondering if maybe I should just stop giving more than one event per cycle at all. Most of the time nobody will notice, but it could make very slow forts even more sluggish.. I'll try just adding this exception first, see if that's the last of it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on May 29, 2010, 04:36:37 pm
It has. Search should pick up new messages within five minutes, now.

I noticed the improvement, and yeah, it's almost back to being as functional as it was before Sphinx.  One shortcoming that confuses me is that, assuming it builds an index of each word's occurrences, it's very strict about matching search terms against those indexed words.  For example, searching for "multipl" doesn't return any results for "multiple" or "multiplayer". (http://www.bay12forums.com/smf/index.php?action=search2;params=eJwtzkkOgzAMBdC7dNPNX-AwtD1NFBxLUAWCQqCqlMPXqVjZfh5k50-3svhyL1RuZUw1e4IaDOjxABHIgDpQC41o0cGoDSBt6mAPesE0urtP8WM5LluQLHql0jG-hbONa_heElO2fk5aedn5Eq2SBPm_Uklc4klxOUKet_ADNfk3Qg..)  Is this an option that can be toggled?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corbald on May 29, 2010, 05:33:54 pm
Quote
quite likely to make DF crash eventually.
I see irony there ;D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 29, 2010, 06:32:36 pm
Footkerchief: I'm not sure, but I'll look into it.

Corbald: Crashing *immediately* is generally considered a better idea.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on May 29, 2010, 06:51:04 pm
There is still the key_conflict that Toady put back in on just a few global key tests and he put the feed call after those tests again.  It really needs to be either the global key tests are handled in the interfacest::loop without any override from the view; or the view can override all of them.  Having a partial split like it was put back makes the code harder for both Toady and you.

The definition for viewscreenst::feed is quite clear that its events parameter can be modified by the view.  If Toady wants override abilities, which putting the default LEAVESCREEN on the same key as OPTIONS indicates; then he should do events.clear() within the feed and the feed call should be before all the global tests.

Bug Report
Toady's changes caused this sequence to no longer work: load save game, press U to display Units view, click window X to bring up the Options view.  When I was working on the input stuff originally Toady said the user should always be able to access the Options screen.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corbald on May 29, 2010, 07:16:15 pm
Corbald: Crashing *immediately* is generally considered a better idea.

Fortunately, I'm not having any issues/crashes that can't be found on the bug tracker. Oh, and great job Toady/Baughn/everyone else associated with this game. I'M SO PROUD OF YOU GUYS!!!  :'(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: aiss1 on May 30, 2010, 05:19:26 am
Hello,

I am running DF version 0.31.04 on my headless linux, with PRINT_MODE set to TEXT.
Everything works like charm until I come to the Choose fortress location -screen (shown below). The screen and every screen after it have extra letters in the left side of the screen, which print over the text and graphics of the game. This makes the game unenjoyable.

(http://lakka.sytes.net/df_extra_letters.png)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ze Spy on May 30, 2010, 07:01:51 am
This , is the shit

You are Credit to The World , Toady
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 30, 2010, 07:23:21 am
aiss1: It's because of a linking error in DF; it links to ncurses instead of ncursesw.

I'll make sure it's fixed in 31.05. Meanwhile, you can fix yours by symlinking /lib/libncursesw.so.5 to df/libs/libncurses.so.5
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: aiss1 on May 30, 2010, 09:30:52 am
Baughn: Thank you, that did the trick.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FuzzyDoom on May 30, 2010, 12:56:15 pm
Must...have...PP...or...game...CRAAAAAAWLS! Please bring it back! (Or help me figure out why the accelerator isn't working for me.)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on May 30, 2010, 12:58:40 pm
It'll be back in 31.05, soonishly. Give it another few days.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FuzzyDoom on May 30, 2010, 01:13:00 pm
It'll be back in 31.05, soonishly. Give it another few days.

Okay. I guess I'll just use .03 for a few days. Considering I just realized I download .03 and not .04, and that I've been using .03, it won't be that big of a deal. To .03! Away!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Graven on May 30, 2010, 04:35:57 pm
I don't really have anything meaningful to add to this thread. I just want to express my happiness and gratitude to all involved, really. Thanks, guys :) Especially Toady and Baughn, but everyone else here too!

Oh, and I can't wait till 31.05, and till the end of the month when I'll actually be able to play... stupid exams, interfering with a man's DF. What kind of a crazy world is this?!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ergzay on May 30, 2010, 09:45:28 pm
Not sure if this has been reported or not, but if i set [GRAPHICS:YES] then on Mac OS X 10.6 on a Macbook Pro with NVIDIA 8600M GT I get a hard crash whenever I start a world generation or try and select play on an existing world.

Heres terminal output:
Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FuzzyDoom on May 30, 2010, 11:11:57 pm
That's a known problems. GRAPHICS:ON should be GRAPHICS:OFF until a new version fixes that problem.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ergzay on May 31, 2010, 12:28:52 am
Also I have to ask, whats the fastest rendering method? This version is crazy slow compared to the opengl 40d version, that version was blazing fast, but this is just agonizing. I just came back after not having played for over a year.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: S31-Syntax on May 31, 2010, 01:10:30 am
Any reason that removing a chest would cause a crash?


I've been rocking out on text rendering just for sillies. Makes SSH playing very practical. :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: OnyxIdol on May 31, 2010, 04:56:03 am
Hello Everybody,

I'm new to the forums.

I signed on to report some (presumed?) bugs:
- Burial doesn't work properly? Since the beginning of my game I have a dwarfen corpse(now a skeleton) rotting away in my kitchen,
although I have a coffin which says "This is the resting place of [Dwarf name]"
- Switching graphic modes ingame several times crashed my game and put me back in the main menu (I'm running Windows 7 Home Premium 64 bit)

And another point I notized:
-Wasn't there a notification when dwarfs got more experienced?

Well that's it for now, back to testing ;)

Cheers,

OnyxIdol


Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Mickey Blue on May 31, 2010, 11:18:21 am
Hey all, looooooong time lurker, first time poster:

The graphics thing has been mentioned a number of times, it will hopefully be fixed in 31.05 but until then just have to leave graphics set to "OFF".

As for the other issues you are having, I have not experienced them. Getting used to the new system and exploring caves has given me plenty of opportunities to.. Er.. "Test". the burial system, its working fine for me, and I have gotten the notifications when they go up a level in a skill.

-MB
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on May 31, 2010, 01:34:03 pm
Not sure if this is already known... but I believe this is an error.
Spoiler (click to show/hide)
I don't think I'll ever get that much crap to make one thing.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Oglokoog on May 31, 2010, 01:39:42 pm
Not sure if this is already known... but I believe this is an error.
Spoiler (click to show/hide)
I don't think I'll ever get that much crap to make one thing.

It's not really a bug, just unfinished. Or rather, I don't know. This existed in the last version also, and I believe it doesn't refer to actual "pieces" of thread, but to units of weight. It should probably mean something like ten pieces or something.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on May 31, 2010, 01:43:12 pm
It also lagged up the game alot when I tried to press a to check it out.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Eagle_eye on May 31, 2010, 03:03:15 pm
Is this compatible with .03 save games?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corbald on May 31, 2010, 03:17:44 pm
Yes, Eagle-Eye. Or I should say 'sort of.' I ran an old backup save and it worked, but I experienced EVERY bug that's been reported. After generating a new world, and starting a new fort, I found that I had much fewer bugs.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Haspen on May 31, 2010, 03:29:05 pm
edit: whoops, wrong thread.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Oglokoog on May 31, 2010, 03:40:22 pm
Is this compatible with .03 save games?

Should be.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Eagle_eye on May 31, 2010, 03:55:54 pm
Yes, Eagle-Eye. Or I should say 'sort of.' I ran an old backup save and it worked, but I experienced EVERY bug that's been reported. After generating a new world, and starting a new fort, I found that I had much fewer bugs.

would that include graphics working? or has noone gotten that to work? (I haven't bothered to read past page 15...)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Greiger on May 31, 2010, 04:47:39 pm
I don't think the graphics are working, unless Baughn fixed it with a ninja version.  But I kinda use the regular 800x600 curses, so I haven't kept up to date on that subject.

As for saves being compatible note that although .03 saves work in .04, .04 saves don't seem to be readable to .03.  So if you copy a save into .04 I wouldn't expect it to work if you move it back to .03 (Like to use a utility or something.)  Usually they work both ways, but I guess something to fix a bug broke that particular aspect.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Eagle_eye on May 31, 2010, 05:22:32 pm
well, I tried to change all the graphics files to the proper format, and made the necessary changes in the init file, but no success
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kalrirr on May 31, 2010, 08:58:13 pm
well, I tried to change all the graphics files to the proper format, and made the necessary changes in the init file, but no success

It's got something to do with the code. Baughn already fixed it and it should be working in 05.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Eagle_eye on May 31, 2010, 11:07:17 pm
ah. Is the fix going to be released or will it just be integrated when the next update comes out? Because, honestly, what's the fun in dropping prisoners into a pool of red "is about" signs?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: koitsu on June 01, 2010, 01:46:53 am
I don't think the graphics are working, unless Baughn fixed it with a ninja version.

There are graphics-related (read: GRAPHICS:YES) issues which have been fixed in 0.31.05, which isn't out yet.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Oglokoog on June 01, 2010, 05:47:23 am
ah. Is the fix going to be released or will it just be integrated when the next update comes out? Because, honestly, what's the fun in dropping prisoners into a pool of red "is about" signs?

And what's the fun in completely destroying the whole point of the game by adding graphics to it?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Leperous on June 01, 2010, 06:51:44 am
And what's the fun in completely destroying the whole point of the game by adding graphics to it?

Watching 16x16 sprites move about instead of coloured ampersands is hardly "destroying" the game! Ultimately all it's doing is giving you a bit more visual information, and if that helps you play or have more fun, great.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: SanDiego on June 01, 2010, 07:01:03 am
OT

I do not know how will a picture of dwarf give me more info than a ASCII smiley. Anyway I'm used to ASCII and utterly confused by any sort of graphics.

/OT
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Wavecutter on June 01, 2010, 07:32:19 am
Pointless argument.  If you don't like graphic sets keep it to yourself.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Dabi on June 01, 2010, 08:35:17 am
OT

I do not know how will a picture of dwarf give me more info than a ASCII smiley. Anyway I'm used to ASCII and utterly confused by any sort of graphics.

/OT

That's because it doesn't...colors etc give more info than a graphics set. That's not a "preferred" argument anyway. Just a fact. Butttt...then creatures etc have their own picture...etc...anyway I'm done. :) I'll be back when new verisons out :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ratboy on June 01, 2010, 09:10:29 am
If you like graphics use 'em if you don't then don't. No point in complaining. Actually I just wanted to see how posting works.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ratboy on June 01, 2010, 09:15:40 am
Ok, can anyone tell me what happens if your dwarfs get hungry/thirsty and you don't stop them from working (31.04). Can't find anything newer than 31.01 and that seemed pretty inconclusive.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Greiger on June 01, 2010, 09:53:21 am
Mine eventually stop working on their own to grab food or drink. But they get unhappy thoughts from it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ratboy on June 01, 2010, 10:13:52 am
Mine eventually stop working on their own to grab food or drink. But they get unhappy thoughts from it.

Do they do crappy work? I've only been mining so far and seeing that it's early game I can't tell if they're making less rocks or not. If this makes them do crap work it makes the workshop repeat order pretty useless.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: wurli on June 01, 2010, 10:38:47 am
Mine eventually stop working on their own to grab food or drink. But they get unhappy thoughts from it.

Do they do crappy work? I've only been mining so far and seeing that it's early game I can't tell if they're making less rocks or not. If this makes them do crap work it makes the workshop repeat order pretty useless.

exactly like that
you have to constantly monitor everyone and tell them to stop if a need arises
or you get crappy products that are produced very slowly
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Rex_Nex on June 01, 2010, 01:03:10 pm
Figured that out the hard way. From a month or two in, my Craftsdwarf has been on "Make Stone Crafts (r)", its three years, and he only makes a masterwork once or twice a month. Took him off, let him drink and eat, and put him back on, 10 masterworks within the season.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: mnjiman on June 01, 2010, 03:16:01 pm
Would be nice within the Orders tab, there was a way to halt all current jobs for a "break" time.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kazang on June 01, 2010, 03:43:16 pm
Would be nice within the Orders tab, there was a way to halt all current jobs for a "break" time.

Just use the manager screen for all jobs instead of /r in the workshops

Make orders for large numbers of whatever you want that will be finished before the worker gets thirsty/tired/hungry.
So when you get the "X rock crafts have been completed" message just give the crafter a few minutes to eat, drink, whatever and then add another order for X number of items.
With a bit of practice that gets the best out the dwarfs without over stressing them.  About the only thing I ever put on /r is smelting and block making.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Fedor on June 01, 2010, 03:51:15 pm
you have to constantly monitor everyone and tell them to stop if a need arises
or you get crappy products that are produced very slowly
If this is true, then the attitude of dwarves about work versus eating and sleeping needs some more work.  DF certainly doesn't need more job micromanagement.

I recommend that dwarves not start a job if it would take so long that they would be annoyingly hungry, thirsty, or sleepy by the time they finish it.  Personality would affect this, but it would also affect the level of unhappy feeling, so the actual willingness to be get X unhappy feeling to do a job would be fairly constant (and low).

What about jobs that take so long that nobody will do them because of this rule?  Well, then you make the job shorter, or split it up, or allow a dwarf to do a job in stages.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on June 01, 2010, 03:56:14 pm
Well.. assuming I can get my old laptop to sell (Bloody macbook, I've had it with your EFI insanity), I should be getting a new one with a radeon card within a month or so. Feels like a sacrifice, given how annoying opengl has been on radeon... it's actually a pretty good card, though.

But the good news for you is, that means I'd be able to test my code on ATI and nVidia, drastically increasing the chance that it works! So cross your fingers. :P


In other news, I've been doing some downright silly optimizations lately. Perfectly safe, but I'm thinking maybe I shouldn't be chasing 1% graphics-code performance improvements. Though the chase did net me a 4% one a bit earlier.

Oh well. It's fun.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: jaked122 on June 01, 2010, 08:36:56 pm
I'd like to just ask if the ramp digging is special, because it seems to cause my computer to lag more than normal mining?
and of course ramp removal is also suffering from the same problem as well, is this necessary?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: opsneakie on June 01, 2010, 10:02:33 pm
Well, sad to say it, but it looks like I won't be able to play this version of DF (at least not very happily). I had the same experience with the last couple of D## versions. 40d16 gave me great framerates, but the one that suddenly had tons of options killed my fps. At the time I didn't really worry about it, but since that's the version of opengl stuff that moved into 31.04, my already lower framerate got cut by 50% or more. It runs about 40-80 on embark instead of 100-250. I know 40-80 is playable, but once you get more than 7 dwarves fps drops pretty quick.

How are other people getting the magical huge framerate boosts? I've tried every graphic mode, including 2D and PARTIAL with a variety of different numbers, all to no effect.

If anyone can figure out what the deal is, I'd love to play more 31.04. It's 64-bit Windows 7 with an nvidia card if that helps at all.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FuzzyDoom on June 02, 2010, 12:19:59 am
Don't feel so bad. I get 25-30 FPS on Embark, and that on .03 where it's actually faster than .04 (at least it is for me.) Any tips to make .04 run faster? (Comp stats in sig)

Edit: What is Legacy?

Edit Edit: And what is 2D, 2DSW, 2DASYNC, PARTIAL:<number>, ACCUM_BUFFER, FRAME_BUFFER and VBO? Partial, I assume, it like Partial Printing. But when I set that to 2, I still don't get as good as frames as I did before.

Edit Edit Edit: Would turning SINGLE_BUFFER on help anything?

Edit Edit Edit Edit: Okay, another edit. (Yes I enjoy edits.) Anyways, 2D gives me at least 16(11) FPS. Now, I don't know what that means, but I swear that it looks like it's going as fast as my 25 FPS. WTF?

Edit x5: On my ever continuing quest to make .04 decent runnable on my PoS computer, I've found that 2DSW gives the same as 2D. Onwards!

Edit x6: Last edit probably. All the 2D's give comparable stats, so I'm just going to stick with vanilla 2D, at least until someone tells me what the Buffers and VBO do. Also, I still don't understand how this game can be changed to 2D...what is it if not 2D?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corbald on June 02, 2010, 01:19:10 am
DF has two different definitions of 2D and 3D. The old school 2D vs. 3D meant back when DF only had the one z-level, Toady later added '3D' or multiple z-levels. The current 2D vs. 3D is about what method is used to draw the screen. With 2D, it's the CPU that's doing all the graphical calculations and having to share it's processing power with both drawing, and things like path finding. 3D shunts all the graphical stuff off to your graphics card, leaving the CPU to do the logic side of things without being dragged down with all that "Where the hell does this pixel go?" BS.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FuzzyDoom on June 02, 2010, 01:21:31 am
Okay, that means that 2D is for me since I don't have a Graphics Card. BTW, tried the Buffers, no difference for me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: madrain on June 02, 2010, 02:23:10 am
They make computers without graphics cards still?  Blast from the past, man.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Thief^ on June 02, 2010, 03:15:57 am
He probably means he has an embedded graphics chip (likely intel) instead of a proper graphics "card". They are surprisingly good at 3D these days. If they weren't, then none of "ACCUM_BUFFER, FRAME_BUFFER and VBO" options would work.
The "standard" mode is the default because it is the best choice for the largest number of people. The 2D modes use SDL's drawing, which I think is software. Unless you have a serious imbalance between the power of your cpu and your gpu, they should be slower (especially the not-async one). IIRC Partial is very similar to the new standard mode.

Legacy is DF without the new graphics code. i.e. it should be even slower than "2D" in the new one.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on June 02, 2010, 05:03:15 am
31.04 is also without partial printing, which means every mode is slower than usual, though some more than others. It's already fixed in 31.05, though.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Huw_Dawson on June 02, 2010, 07:24:12 am
If 30.05 is actually going to have all that stuff in Baughn, we are going to have to think of a megaconstruction for someone to build in game in yours and Toady's honours.

 Or, you know, do a donatathon DF livestream.

 Because other than the unkillable FBs and no worldgen options to reject worlds if they do not have all 4 major races at the year 1050, I've not no major problem with 2010.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Turambar on June 02, 2010, 11:19:10 am
Any idea if any of the military problems will be eased in 31.05?  Either that or a clearer set of explanations on how to circumvent the problems would be nice. 

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Misterstone on June 02, 2010, 11:26:54 am
It'll be nice if the window resizing bugs in Windows are fixed in the next version... it's kind of disappointing not being able to stretch out the map on my widescreen monitor.  Of course all optimization and bug fixes are appreciated. :)

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Turambar on June 02, 2010, 11:30:34 am
It'll be nice if the window resizing bugs in Windows are fixed in the next version... it's kind of disappointing not being able to stretch out the map on my widescreen monitor.  Of course all optimization and bug fixes are appreciated. :)

If the graphics merge is tidied up in 31.05, I'd say there's a pretty good chance resizing will work too.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FuzzyDoom on June 02, 2010, 11:40:39 am
He probably means he has an embedded graphics chip (likely intel) instead of a proper graphics "card". They are surprisingly good at 3D these days. If they weren't, then none of "ACCUM_BUFFER, FRAME_BUFFER and VBO" options would work.
The "standard" mode is the default because it is the best choice for the largest number of people. The 2D modes use SDL's drawing, which I think is software. Unless you have a serious imbalance between the power of your cpu and your gpu, they should be slower (especially the not-async one). IIRC Partial is very similar to the new standard mode.

Legacy is DF without the new graphics code. i.e. it should be even slower than "2D" in the new one.

Actually, as far as I know, my PoS computer doesn't even have an integrated card. Please, can we have a donatathon for me instead?  ;)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Daenyth on June 02, 2010, 12:04:47 pm
It must have some sort of video output, unless you're running it headless and sshing into it to run things :P
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deimos56 on June 02, 2010, 03:11:35 pm
I know I've had it for a while, but the very first thing I noticed was that my fps went from around 30 to approximately 70. Good work, Toady!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: koitsu on June 02, 2010, 04:06:55 pm
Please, can we have a donatathon for me instead?  ;)

Bummer timing -- I just gave away (you read that right) my "old" GeForce 9600GT.  Had you posted this a week ago......  :-(  I tend to give away hardware I don't use any more (to folks who can use it) rather than sell it,
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Eagle_eye on June 02, 2010, 04:24:54 pm

If the graphics merge is tidied up in 31.05, I'd say there's a pretty good chance resizing will work too.

actually, I got resizing to work. don't resize until the game is loaded, and you've unpaused it.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FuzzyDoom on June 02, 2010, 04:39:28 pm
Please, can we have a donatathon for me instead?  ;)

Bummer timing -- I just gave away (you read that right) my "old" GeForce 9600GT.  Had you posted this a week ago......  :-(  I tend to give away hardware I don't use any more (to folks who can use it) rather than sell it,

Well if you ever have some extra hardware laying about, please think of me. By the end of summer I'll have hopefully saved up enough money for a nice computer. I'm looking towards around $800 dollars.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Wideman on June 02, 2010, 04:45:45 pm
DAMN i wish i lived in the US everything seems to be cheaper over ther your petrol, your diesel, your COMPUTER HARDWARE :/ its not fair .... I wish the UK had a low cost for living :/  for an  decent computer like with an i7, 4gb ddr3 1600mhz ram, a few 1TB hdds and a 480GTX its around £1000 when i last checked any way :( 
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Corbald on June 02, 2010, 05:53:10 pm
If you know the right people, and can get stuff at cost/below cost. You could easily build that system for half that price!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: InsanityPrelude on June 02, 2010, 06:16:49 pm
I'm getting the "GL Error" problem too. I'll try it with graphics turned off and see how that works: it's a small price to pay for now to not have to deal with the acid rain bug.

Edit: Working fine with graphics off. I'm having the site finder problem already mentioned, but I found a decent site manually (obsidian layer!) so I'm good for now.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: S31-Syntax on June 02, 2010, 07:12:06 pm
I don't seem to be able to gain access to the bug tracker to see other issues like this... but i can't form a squad at all, every attempt to do so results in a memory dump of some sort...


sucks cause i have a kobold thief wandering in circles and its screwing everything up in my fortress... i thought those guys ran away when caught?

EDIT:

WELL since i can't access the bug tracker still, i updated using the "head" package earlier in the thread, and after resolving the libjpeg issue, all i get is a blunt segfault... what am i missing?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 03, 2010, 02:47:35 am
I don't seem to be able to gain access to the bug tracker to see other issues like this... but i can't form a squad at all, every attempt to do so results in a memory dump of some sort...


sucks cause i have a kobold thief wandering in circles and its screwing everything up in my fortress... i thought those guys ran away when caught?

EDIT:

WELL since i can't access the bug tracker still, i updated using the "head" package earlier in the thread, and after resolving the libjpeg issue, all i get is a blunt segfault... what am i missing?

If you created an account on the bug tracker, make sure to check your email -- it sends an activation email but doesn't really tell you about it.  Anyway, yes, the squad creation thing is a known bug.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: S31-Syntax on June 03, 2010, 03:21:58 am
Ive gotten no mail from the bug tracker... Is that a common occurrence?


Regarding that bug... is there any known workaround? ...perhaps a way to remove that stupid kobold? -hopeful smile-
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Farmerbob on June 03, 2010, 03:23:50 am
Ive gotten no mail from the bug tracker... Is that a common occurrence?


Regarding that bug... is there any known workaround? ...perhaps a way to remove that stupid kobold? -hopeful smile-

War dogs
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 03, 2010, 03:30:04 am
Ive gotten no mail from the bug tracker... Is that a common occurrence?

Apparently the tracker isn't accepting registrations at all right now.  Toady and Baughn are looking into it.

Regarding that bug... is there any known workaround? ...perhaps a way to remove that stupid kobold? -hopeful smile-

Yeah, war dogs should work, or you can fire up the game in Wine (since that crash only happens under Linux) to do the squad creation part.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: koitsu on June 03, 2010, 03:57:08 am
Well if you ever have some extra hardware laying about, please think of me. By the end of summer I'll have hopefully saved up enough money for a nice computer. I'm looking towards around $800 dollars.

Will do.  :-)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on June 03, 2010, 04:54:44 am
Bug-tracker's working now. Or at least it's back to its normal level of brokenness.

My pet project for the last week has been writing a script to convert its bug database to Trac. It doesn't seem very plausible, unfortunately.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: S31-Syntax on June 03, 2010, 05:17:01 am
war dogs wouldn't train... complained of no animals to train, HOWEVER the dog i was going to train began to chase the kobold, and pushed him into a lake, quite humorous, until a berserk blacksmith pushed himself AND the dog into my new moat...


I had previously tried running it through wine to fix that, no go. I'll try the bug tracker again, do i have to re-register?


EDIT: there it is, nevermind. got my email. :)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Deathworks on June 03, 2010, 07:25:14 am
Hi!

Actually, I have found that the graphics modes do not really have a big impact on my frame rate (except for partial print just corrupting my display with unbearable flickering). And I am not really surprised by this, since in all the years of DF gaming, my motto was, "If 24 FPS is good enough for great anime, 24 GFPS are fine for me.". In other words, I never had the graphic display drag down my regular FPS as it was usually much slower anyway.

I just wanted to put this out for people worrying about their frame rates.

Deathworks
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on June 03, 2010, 09:12:59 am
Upcoming features in 31.05:

- Key-repeat accelerates if you keep holding the key. This is configurable, but you probably want it on. It's nice.
- 2D-mode colors are no longer off. I'd switched green and blue. Yeah. Okay, so that's not really a feature.
- 2D now allows zooming.  :D

No comments on the performance of that function, please, but it should only lag while zooming, not if playing with zoomed tiles.  ;)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on June 03, 2010, 10:15:48 am
Uh, belay that. Zooming performance is.. how should I put it?

Just as good as opengl's. Mm, that will do.


..the resulting graphics look a lot better, too. Probably due to using lanczos instead of linear interpolation. So.. hmm... well, I'll let it stay like this for a while, I guess.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Wideman on June 03, 2010, 12:06:43 pm
well ok I have an issue

on the current save i have now.
1. say if start it one time then durning that time. (about 1hr - 1hr 30mins) it will randomly crash saying DwarfFortress*32.exe has encounterd a problem and needs to close and also during that time i have a trader just leaving and some times the trader gets stricken by maloncholy can't spell it :/ and his horse goes beserk and kills him and then the horse stays on my map.  from what i noticed the crash only seems to appear when im on my 2nd Z-level of my fort and its when i zoom out to max then zoom back in :/ and when I load it again at same point .. forget to save ... the trader doesnt get struck nd the hores doesnt go beserk........

2. i have noticed if  i leave my dwarfs to keep clearing the stones into a pile outside of the fort if i leave it for like 2hrs it will give me an C++ error :/ and im really stumped

my O/S is win 7 Ultimate fully patched. on a Q9650 at 3.2ghz (oc'd) and a 9800GTX+
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: InsanityPrelude on June 03, 2010, 12:48:12 pm
I've been noticing an odd flicker when I pause and unpause the game (mode is STANDARD.) Annoying, but not a game breaker.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Godmouth on June 03, 2010, 12:54:38 pm
As some others have reported, b, d and k makes the game flicker black, which is a gamebreaker for me because my eyes hurt every time I see it. Tried downloading new drivers but it didn't help.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 03, 2010, 12:58:07 pm
I've been noticing an odd flicker when I pause and unpause the game (mode is STANDARD.) Annoying, but not a game breaker.
As some others have reported, b, d and k makes the game flicker black, which is a gamebreaker for me because my eyes hurt every time I see it. Tried downloading new drivers but it didn't help.

This is the tracker entry for that problem. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2121)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Calcipher on June 03, 2010, 01:30:28 pm
Bug-tracker's working now. Or at least it's back to its normal level of brokenness.

My pet project for the last week has been writing a script to convert its bug database to Trac. It doesn't seem very plausible, unfortunately.
Not sure if this is what you are looking for Baughn, but maybe this Trac script will help: http://trac-hacks.org/wiki/MantisImportScript
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on June 03, 2010, 04:22:47 pm
Pretty sure it would, I've no idea how I overlooked that. Thanks!  :D
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 03, 2010, 04:43:34 pm
Are we planning to switch to Trac?
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Baughn on June 03, 2010, 05:27:41 pm
I'd like that, but no, not immediately. It's up to Toady.

How do you like Mantis, in general? I hate it. :'(
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Kholint on June 03, 2010, 05:32:55 pm
I used Trac with a small software company I worked for last year and it was pretty good, when we remembered to use it. I'd recommend it, especially if you're having problems with Mantis (I've not even bothered looking at mantis, because I can't be bothered to make an account. Why should I, if I just want to peruse the bug list? (I'm a runtime error window shopper - I just like looking)).
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on June 03, 2010, 05:35:02 pm
Sooo.... Is this a bug?

Spoiler (click to show/hide)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Diablous on June 03, 2010, 05:36:50 pm
Sooo.... Is this a bug?

Spoiler (click to show/hide)

Either that's a bug, or DF just got wierder.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on June 03, 2010, 05:43:19 pm
I thought someone got snatched. But nope. So I have no idea who it is for.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: monk12 on June 03, 2010, 06:11:04 pm
I thought someone got snatched. But nope. So I have no idea who it is for.

Looks like you may have a snatcher on the map somewhere who got dirty somehow. Throw some squads around, see if you can find him.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on June 03, 2010, 06:12:11 pm
snatcher showed up just after that.
He died soon after.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 03, 2010, 06:16:11 pm
I'd like that, but no, not immediately. It's up to Toady.

How do you like Mantis, in general? I hate it. :'(

I like it.  It has its oddities (the persistent filter) and a few bugs (overwriting several relationships at once causes an error message), but it's powerful and has nice functionality for editing multiple tickets at once, etc.  I've never used Trac so I can't compare.

Sooo.... Is this a bug?

Spoiler (click to show/hide)

It's a known bug, yes. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=393)  It seems like Toady didn't make the new jobs play nice with the job system.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on June 03, 2010, 06:22:04 pm
Thats exactly what happened!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: xrogaan on June 03, 2010, 08:21:51 pm
I'd like that, but no, not immediately. It's up to Toady.

How do you like Mantis, in general? I hate it. :'(
Mantis is ugly and odd.

Trac is pretty but slow. And it's wiki/code browser isn't required.

Flyspray (http://flyspray.org/)'s got some nice functionnality and is a very mature software.

Also, could you consider using redmine? That one being better than trac.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Daenyth on June 03, 2010, 09:05:04 pm
I'm pretty neutral with mantis, dislike trac, and I've used and liked redmine and flyspray.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Veroule on June 03, 2010, 10:00:06 pm
If your are going to spend time working at switching or improving the bug tracker.  The first thing I would like is to just have 1 login for all things Bay2.  Make the bug tracker use the existing forum account database.  It would be nice to have it use the same cookie too, but that is generally harder.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Tarran on June 03, 2010, 10:46:24 pm
Bay2.
Who are these bay2s? We are bay12s!
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Janus on June 03, 2010, 11:21:54 pm
If your are going to spend time working at switching or improving the bug tracker.  The first thing I would like is to just have 1 login for all things Bay2.  Make the bug tracker use the existing forum account database.  It would be nice to have it use the same cookie too, but that is generally harder.
Sadly, not possible to have them share cookies with the different domains (bay12forums.com vs. bay12games.com). They would have to be on the same overall domain for cookies to be shareable, though different subdomains would of course work.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Bartleby on June 04, 2010, 03:11:14 am
I get the same crash, whenever I try to create any squad after entering the uniform type.
Using Linux 0.31.04 System Ubuntu 8.10

Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: FlexibleDogma on June 04, 2010, 07:45:32 am
Minor suggestion:  For 0.31.05, would it be possible for Toady to temporarily lock the thread except to certain users so Footkerchief could have a "known issues" post immediately below the announcement post?  That way he could edit that post as the bugs rear their ugly heads.  I do read entire threads, but it could be very helpful for folks who show up when a thread is 30 pages long.

Another option would be a separate, pinned known issues thread.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Ratbert_CP on June 04, 2010, 08:07:09 am
If your are going to spend time working at switching or improving the bug tracker.  The first thing I would like is to just have 1 login for all things Bay2.  Make the bug tracker use the existing forum account database.  It would be nice to have it use the same cookie too, but that is generally harder.
Sadly, not possible to have them share cookies with the different domains (bay12forums.com vs. bay12games.com). They would have to be on the same overall domain for cookies to be shareable, though different subdomains would of course work.

Cross-domain federation is possible, but it's a royal pain in the butt to roll your own.  SOAP, backchannel token validation, etc, etc.  Of course, OpenID and similar technologies might work as well...
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on June 04, 2010, 08:42:55 am
Is it a known bug that dwarves don't use chairs that are in the confines of a dining room?
Or that no dwarves use thier own beds.

I wish there was a way to make only certain dwaves be able to open certain doors.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 04, 2010, 11:02:47 am
Is it a known bug that dwarves don't use chairs that are in the confines of a dining room?
Or that no dwarves use thier own beds.

I wish there was a way to make only certain dwaves be able to open certain doors.

The chairs one would probably fall under the umbrella of this one that you already reported. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2137)

The bed bug is known. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=34)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 04, 2010, 11:10:15 am
Minor suggestion:  For 0.31.05, would it be possible for Toady to temporarily lock the thread except to certain users so Footkerchief could have a "known issues" post immediately below the announcement post?  That way he could edit that post as the bugs rear their ugly heads.  I do read entire threads, but it could be very helpful for folks who show up when a thread is 30 pages long.

Another option would be a separate, pinned known issues thread.

I'd rather not maintain a list of known issues when we have Mantis.  But it would be helpful if we launched with a link to a pre-configured filter. (http://tinyurl.com/3yyjqt9)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Toady One on June 04, 2010, 11:38:35 am
I vaguely remember seeing something about this before, but it looks like I'm missing a field in that filter or something.  It start with 138 issues, but when I apply it, I go back up in the 1000s.  I don't see immediately how to configure the available options.  I'm going to create the release thread now, but I can't link a filter until I know how to set one up or a good link is provided for me.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 04, 2010, 11:50:55 am
It start with 138 issues, but when I apply it, I go back up in the 1000s.  I don't see immediately how to configure the available options.

Huh, yeah, this had come up earlier, where people were unable to filter by "Product Version".  I don't get the problem you described on my real account, although I do get it with my dummy test account.  I'm not sure if I had to enable anything special for that... it might be related to this Mantis bug. (http://www.mantisbt.org/bugs/view.php?id=5147)

In any case, I'm not sure it's the best idea to filter for just the 31.04 or 31.05 bugs -- it might mislead people into thinking that a bug wasn't reported, when it was in fact reported for a previous version.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Toady One on June 04, 2010, 11:58:09 am
I made the bug tracker clickable in both of these threads from the OP.  Maybe that will be enough to help with duplicates, though that's always going to be a problem.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Footkerchief on June 04, 2010, 12:01:11 pm
Yeah, that should be good enough.  Duplicates have largely died down from the April rush, so it's all good.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Hippoman on June 04, 2010, 04:19:22 pm
Is it a known bug that dwarves don't use chairs that are in the confines of a dining room?
Or that no dwarves use thier own beds.

I wish there was a way to make only certain dwaves be able to open certain doors.

The chairs one would probably fall under the umbrella of this one that you already reported. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2137)

The bed bug is known. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=34)

I asked after I reported it because I didn't have enough time in the morning to check through all the pages of reported bugs.
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Starver on June 10, 2010, 07:53:08 am
Just use the manager screen for all jobs instead of /r in the workshops
Necroing this particular point to make a counter-point that for all I know has already been raised...  Manager-tasked jobs can't (currently?) be fine tuned equivalent to doing something like assigning just your super-skilled expert(s) to one particular workshop where "Make Trade_Product (R)" is active and assigning all relevant non-experts to another workshop of that type where "Make Subsistence_Product [x7]" is the order of the day...

Or, if not actually prejudiced for/against individual dwarfs working on any particular job, ensure that (frexample) your order for statues is being accomplished in the workshop that you have previously surrounded with the pigmented stone of choice in the hope that you won't suffer too much collateral stone statues when the dwarf that gets assigned to the job starts off from in the midst of another stone...

But if you have to use the Job Manager, you can't even guarantee that the whole set of statues (or gloves or whatever) is sparked off within the right workshop without micromanaging in some way (suspending jobs that appear in the wrong place, to later cancel in the hope that they pop up on the 'right' workshop's list next time round).

But this is a problem probably many times mentioned (and maybe even with an answer that I haven't yet discovered).

But I do like the whole "Construct Wooden Beds (7) has been completed." information, so do get the Manager to help me with that sort of thing when I'm not being an utter control-freak.  (Although then I frequently end up grumbling when the manager decides to wander off and attend to his or her own needs or one of their 'moonlighting jobs', instead...)
Title: Re: The DF 0.31.04 Work-In-Progress Thread
Post by: Coucouf on June 21, 2010, 04:52:41 pm

so i suspect the following is the problem:
http://www.bay12forums.com/smf/index.php?topic=49921.msg1048990#msg1048990

but i dl'd all the 32-bit versions of the libraries (allbeit from sid instead of squeeze), and after satisfying ldd, I get

Inconsistency detected by ld.so: dl-open.c: 643: _dl_open: Assertion `_dl_debug_initialize (0, args.nsid)->r_state == RT_CONSISTENT' failed!

and teh fail. ;_;

anyone else on debian-64 bit having issues?

This is pulse going in the way one more time.
Try removing /usr/lib32/libpulse*, it solved this issue for me™.