Oh wow. I forgot how much of a boost the proper OpenGL version gives me. 350 FPS on embark, woo.
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.
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.
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 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.
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.
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?
(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?
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.
QuoteOh 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.
[GRAPHICS: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.
[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]
Last login: Sun Dec 31 18:09:00 on consoleinstead of
-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 ~]$
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
Is someone getting the "GPU unable to accomodate texture catalog" on another system than Windows 7?
So this is a new release of the 2010 correct?
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?
So this is a new release of the 2010 correct?
Yep!
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.
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.
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.
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 :/
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.
165 Dwarfs, 70 pets, no water movements. I still have 8(8?) FPS,Try doing a less gigantic fort, yours is quite big.
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.
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.
So, when do we get an OpenGL release that actually has the icon that the plain-o ones do?
165 Dwarfs, 70 pets, no water movements. I still have 8(8?) FPS,Try doing a less gigantic fort, yours is quite big.QuoteSmall 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.
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 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.
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)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.Spoiler (click to show/hide)
Correction: a very friendly person on 4chan has come to my aid, never say nothing good comes from 4chan.
GPU unable to accomodate texture catalog
Win 7 64bit
XFX GTX 260
4gb ram
Graphics on
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.
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.
Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.
I can confirm it works too.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.
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 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.
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?
I think that was already reported in the 40d# series, yep.
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...
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.[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.
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.
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.
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)
I used this one: http://mirror.archlinux.fi/archlinux/community/os/x86_64/lib32-openal-1.12.854-1-x86_64.pkg.tar.xzThat 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.
I used this one: http://mirror.archlinux.fi/archlinux/community/os/x86_64/lib32-openal-1.12.854-1-x86_64.pkg.tar.xzThat 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.
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.
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.
Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.Your Num-Lock is On
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
(*) Offloading units slow?Yep, takes even longer than before. :)
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)
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.
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.
: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.Has anyone else noticed that the Shift+Direction fast move commands no longer work? Or is it just me.Your Num-Lock is On
0.4b?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
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.
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.
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
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.
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).
Would anyone object if I made DF automatically turn off num lock?
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?
(process:5546): Gtk-WARNING **: Locale not supported by C library.
Using the fallback 'C' locale.
(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:I've got it.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'm trying to start DF on my Arch64 box (32-bit chroot) and encountered three issues so far:What *is* your locale?
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.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.
3. The following comes up whenever I start DF: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.Code: [Select](process:7031): Gtk-WARNING **: Locale not supported by C library.
Then I get a GTK error dialog with all boxes instead of proper letters:
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'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?
What *is* your locale?LANG=de_DE.utf8
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.
Slartibartfast: -sound_output currently does nothing. Well, see above.Thanks, that works now.
The "file not found" errors you get are due to your libsndfile not understanding oggs. Update it if you want sound.
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.
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.
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.
... 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).
I don't know where to ask this, but i'll ask it here.Just change it in the keybindings. Worked for me back in 31.01/.02/.03, haven't had time to check out .04 yet.
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.
I don't know where to ask this, but i'll ask it here.Just change it in the keybindings. Worked for me back in 31.01/.02/.03, haven't had time to check out .04 yet.
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.
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.
Main index file missing/corrupted. The file "index" must be in the "data" folder. Make sure DF decompressed into its folders properly.
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.
Ok this is very odd. I have the following:QuoteMain 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.
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...
Ok this is very odd. I have the following:QuoteMain 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.Code: [Select]chown -R root:games $pkgdir/opt/df_linux/data
Yet upon checking the package it's root:root 644... I'll look at this some more...
find $pkgdir/opt/df_linux/data -type d -exec chmod 775 {} +
find $pkgdir/opt/df_linux/data -type f -exec chmod 664 {} +
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.
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?
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.
I'll swallow my pride and say you're right. DF works with this.I used this one: http://mirror.archlinux.fi/archlinux/community/os/x86_64/lib32-openal-1.12.854-1-x86_64.pkg.tar.xzThat 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 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.Whoa THANKS!
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.
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.
Awesome! New Arch package up in the AUR and in arch-games :)
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.
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.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.
I'll get it fixed though, probably on Wednesday, so for now just keep it off?
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.
notepadWindows 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.
..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.
Baughn
I object the automatic numlock toggling in DF. It can be an option in init, but turned off by default.
what should i use on a mac?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/what should i use on a mac?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?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.
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?
(*) made all vermin and smallish outdoor corpse items disappear over time (can be hit after a month for vermin, season for corpse chunks)
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?
Is there a way to only browse bugs for 31.04 in mantis?
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.)
"GPU unable to accommodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU."known issue
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?
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'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].
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.
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.
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?
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.
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.
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.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.
The only nit I can pick other than that is that the framerate covers up the year in the Status screen.
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?
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).notepadWindows users, consider using wordpad instead, I think it's much more reliable at conserving the line endings and the encoding. No guarantees though.
oooxo
oxoox
oxxxo
ooxoo
ooooo
o==pile'o'mud
x== without mud
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?
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.)
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.
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:
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?
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!
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.
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?)
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.
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.
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!
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?
thumbs.db
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?
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.Quote from: Multiple Crying Babiesthumbs.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
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).
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.)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).notepadWindows users, consider using wordpad instead, I think it's much more reliable at conserving the line endings and the encoding. No guarantees though.
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.Quote from: Multiple Crying Babiesthumbs.db
Oh no my 25kb of download.
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.
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
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?
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
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.
So just to clarify, it's not my end that's causing the GPU problems?
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.
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?
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?
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.
It's not the tileset. It's an artifact of the way the tiles get streched. It's actually the exact same picture.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?
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.
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...
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 :)
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...
GPU unable to acommodate texture catalog
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?
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.
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
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
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.
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
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
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.
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.
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.
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 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?
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 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
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.
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)
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
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)
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.
Really? In linux?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
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.
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)
.. but music works. o.O
Sounds like the SDL polling for keys is blocking the process for some reason?SDL_PollEvent would not block, SDL_WaitEvent would block.
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?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.
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.
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
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.
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
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.
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.
@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:Thank you. I kept asking for how to fix this. It needs to be made default.
[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]
Acid Bug still appears to be around, 6 of my dwarves just died about 45 minutes into playing. :(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.
Edit: Screenshot, for whatever it's worth...Spoiler (click to show/hide)
Why do you begin every post with 'Hi!'?
Graphics simply does not work right now. I'll look at it tomorrow.
/usr/lib/gio/modules/libgvfsdbus.so: wrong ELF class: ELFCLASS64If 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.
Failed to load module: /usr/lib/gio/modules/libgvfsdbus.so
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 fineI 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.
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.
@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:Thank you. I kept asking for how to fix this. It needs to be made default.
[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]
@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:Thank you. I kept asking for how to fix this. It needs to be made default.
[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]
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.
@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:Thank you. I kept asking for how to fix this. It needs to be made default.
[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Delete]
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.
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 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: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.
[BIND:STRING_A000:REPEAT_SLOW]
[SYM:0:Backspace]
[SYM:0:Delete]
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?
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.
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.
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.
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.
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
Well that's a year of waiting for nothing.
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.
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.
It goes on so long! argh, why did you make it end year 1050!?
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.
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.
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.Did 40D work for you? It may be something toady has done.
Anyway, great job on the new version, again, toady, regardless of my issue. You did well on the merge.
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 using 2D as a rendering option. I believe that basically turns it into a legacy version.
Anyway, great job on the new version, again, toady, regardless of my issue. You did well on the merge.
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.
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.
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.
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.soft, almost inaudible noiseWild 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.
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.
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.
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".
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.
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.
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?
NO MORE LAVA RAIN! WOOT! :P
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.
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.
Don't know if this is 31.04 version related or not, but my damn mayor just mandated me to make 2 slade items.
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.
Slade is worse, woof, because you can't mine it.
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
Slade is worse, woof, because you can't mine it.
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.
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?)Slade is worse, woof, because you can't mine it.
ouch, that's most likely a bug then
adamantine is still bloody annoying though >:(
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.
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?
Ahoy. Mantis says the [graphics: YES] crash bug has been fixed.
Confirmation? May I go to my Maydaying?
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
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.
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.
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".Why don't you install OpenAL then?
I tried pretty much every Print Mode, too, and no luck. Thanks for helping me figure this out.
Rex_nex: Does that include the 2D mode?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?
(Oh, and also - guys, there is no shader mode. There isn't any point. You'd gain more from using a dual-core CPU.)
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.
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.
(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.
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.
There you go http://dffd.wimbli.com/file.php?id=2379
Rex_nex: Does that include the 2D mode?Yessir. Just fired it up again. Here's a screenshot, and my init file.
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?
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.
oh no, the game doesn't work anymore on my computer :'(.Unless you have a better description, we can't help you.
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.
graphics, i have a intel 865 internal, toady finally made my computer obsolete.oh no, the game doesn't work anymore on my computer :'(.Unless you have a better description, we can't help you.
Turn graphics off.graphics, i have a intel 865 internal, toady finally made my computer obsolete.oh no, the game doesn't work anymore on my computer :'(.Unless you have a better description, we can't help you.
$ ./df
Inconsistency detected by ld.so: dl-open.c: 643: _dl_open: Assertion `_dl_debug_initialize (0, args.nsid)->r_state == RT_CONSISTENT' failed!
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.
Experiencing a rather strange (I think) problem:How much does glxgears give FPS for you?
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.
There you go http://dffd.wimbli.com/file.php?id=2379Thanks chap, trying it out.
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.
How much does glxgears give FPS for you?
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?
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...
the thread is 32 pages i did a thread search for gpu, graphics, and tile set and got nothing....
Strangely, thread searching doesn't work.
Strangely, thread searching doesn't work.
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....
Oh and by the way, is it normal to get a Cave-in right after arrival?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.
I'm looking at a cave-in message announced on 1st Granite 1051 @ some 38 level.
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.
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.
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.
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.
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)
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...
These doesn't seem to work the way I would expect in 2D or 3D modes.
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.
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.
I don't know what a packet is.
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)
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...How much does glxgears give FPS for you?
around 50k/5s.
on an interesting note, im able to get 50fps w/ wine (bah)
Think someone able should edit the first post and put it into "Known Issues".Seconded.
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...
And here it is, http://dffd.wimbli.com/file.php?id=2382I'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.
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'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.
Now I'm curious. How would you do that? :oThat can not be forgiven. By the stone, I'll not stand it !
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.
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.
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.
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...
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.
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.
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)
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!
The forum search should be working properly now.Take a break Toady!
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.
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.
Another bug I just noticed: When linking mechanisms to anything you aren't always shown the correct location for the currently indicated building.
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
[interface thing]
The forum search should be working properly now.
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.
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.
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?
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.
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.
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.
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)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.Spoiler (click to show/hide)
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
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.
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
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.
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.
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.
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.
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.
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.
I can confirm that launching DF from steam works right and gives the steam overlay
just putting that put there
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.
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 can't access the bug tracker... Wait, I'll get the specs and put them here...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.
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.
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.
I can no longer use my mouse to designate. Anyone else having the same issue?
One even caused a hard reboot of my PC
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
Has there been a fix to the Graphics bug yet?
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)
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.
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.
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. ...
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.
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
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.
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?
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!
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.
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.
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.
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.
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. ^^;
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 forgot. Should probably mention.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!
31.04 has all partial-printing forcibly disabled as a crude workaround for another problem. So yes, it will often be slower. ^^;
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.
After setting the key, you have to choose the save and exit option, or it will not be saved.
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.
Narmio: I can't tell when the game is paused, see. That's why.That is a good reason!
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.
Well, the key I'm interested in repeating is mainly the macro playback key. ;)
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.
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
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
Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?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.
I would, of course, make it configurable.
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.
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.
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
Quick poll: Who would like key repeats to accelerate a bit once you've held the key down for a second or two?I think a better configuration mark would be number of repeats. After say 5 to 10 it seems likely that the
I would, of course, make it configurable.
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
Couldn't even find the temp/weather settings in the init file.
Narmio: I can't tell when the game is paused, see. That's why.Bah!
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.
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
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?)
Yep yep.
Yes. This bug, I think. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=60)
I'd rather just ask Toady for the flag. :PA cleaner OO way of doing it is to move the increment of the FPS counter into interfacest::loop behind an if.
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.
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 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'!
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!
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.
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.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.
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.Point, but another micro-optimization on unused code; not really worth thinking about whether it'd still be correct.
YOU HAD PICOMETRES?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?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!
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.
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?
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.
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.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.
Point, but another micro-optimization on unused code; not really worth thinking about whether it'd still be correct.
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.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.
Think of it as an editorial change, like correcting a mispelled word.
In this case, profiling shows that itoa isn't called. At all. Ever. :PThat 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.
YOU HAD PICOMETRES?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!
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!!
Well, I'm sure there's some call to it.. somewhere...Mostly my aim was to babble about general good practices, it helps me think.
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?I think the particular function in question was copied from a code repository. I don't want to get started babbling about that.
..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.
Bug fixed: Grid sizes getting stuck on 80x25 if you let the intro movies play.
Workaround until 31.05: Turn off intro movies.
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?
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?
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...1. I'm not going to filter through 47 pages of coding arguments and Monty Python gags.
Mantis Link: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1915
2. Maybe I should have used search, but search works so crappily on bboards that I rarely bother.
It has. Search should pick up new messages within five minutes, now.
quite likely to make DF crash eventually.I see irony there ;D
Corbald: Crashing *immediately* is generally considered a better idea.
It'll be back in 31.05, soonishly. Give it another few days.
Not sure if this is already known... but I believe this is an error.I don't think I'll ever get that much crap to make one thing.Spoiler (click to show/hide)
Is this compatible with .03 save games?
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.
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
I don't think the graphics are working, unless Baughn fixed it with a ninja version.
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?
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
Mine eventually stop working on their own to grab food or drink. But they get unhappy thoughts from it.
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.
Would be nice within the Orders tab, there was a way to halt all current jobs for a "break" time.
you have to constantly monitor everyone and tell them to stop if a need arisesIf 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.
or you get crappy products that are produced very slowly
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. :)
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.
Please, can we have a donatathon for me instead? ;)
If the graphics merge is tidied up in 31.05, I'd say there's a pretty good chance resizing will work too.
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,
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?
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-
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-
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.
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.
Bug-tracker's working now. Or at least it's back to its normal level of brokenness.Not sure if this is what you are looking for Baughn, but maybe this Trac script will help: http://trac-hacks.org/wiki/MantisImportScript
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.
Sooo.... Is this a bug?Spoiler (click to show/hide)
I thought someone got snatched. But nope. So I have no idea who it is for.
I'd like that, but no, not immediately. It's up to Toady.
How do you like Mantis, in general? I hate it. :'(
Sooo.... Is this a bug?Spoiler (click to show/hide)
I'd like that, but no, not immediately. It's up to Toady.Mantis is ugly and odd.
How do you like Mantis, in general? I hate it. :'(
Bay2.Who are these bay2s? We are bay12s!
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.
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.
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.
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.
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.
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)
Just use the manager screen for all jobs instead of /r in the workshopsNecroing 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...
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?