Bay 12 Games Forum
Dwarf Fortress => DF Announcements => Topic started by: Toady One on July 10, 2014, 04:48:17 pm
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Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)
It's not DF without save corruption! This release should fix an issue with autosaves corrupting and causing various crash issues down the line. For this reason 0.40.01 saves are not compatible with this version -- I'm going to try to avoid compatibility breaks as we go, but sometimes they happen. I've also fixed the talk-to-deity crash (closely related to the shout-when-nobody-is-around crash, also fixed), the blocking crash, and some other bad issues. Due to the save corruption, I didn't get a chance to work on the calendar speed, but assuming this release works as planned, I should be able to jump into that now.
Major bug fixes
(*) Stopped autosave features from corrupting worlds (thanks to everybody that helped sort that out so quickly!)
(*) Made the game not crash when talking to a deity or shouting out in the wilderness
(*) Fixed a crash from trying to actively block in the adventure attack menu
(*) Fixed the size bug where 9 of 10 young critters did not grow up beyond baby size (thanks Urist Da Vinci and so many others for all the work on that! I'd thank you all properly if I could do the archaeology to figure out how it was sorted out...)
(*) Fixed a crash that came sometimes when asking about the position of site forces
(*) Stopped a freeze that happened when swimming in deep water
Other bug fixes/tweaks
(*) Fixed the tracking key in the SDL version so you should be able to do that with capital K now
(*) Added the short wait button to the adventurer manual -- you can use , instead of . to wait for one instant
(*) Made quarry bushes process to an edible leaf properly
(*) Typo when impersonating divine being
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Thanks!
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Many thanks!
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That's terrific! Great job, Toady!
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Crashed already ! :-\
No errorlog, just moving in the overmap and the client stopped.
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Thank you!
I've got a bug where Dwarves are sleeping.. while on their way to bed.. it's a bit incredible.
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Crashed already ! :-\
No errorlog, just moving in the overmap and the client stopped.
Huh. Hopefully it's an old one and you just got lucky. We'll see if this is any more stable than the last one or if I'm in for a long night!
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SUCCESS
Wait
Y U LIE TO US TOADY
THE GAME CRASHED WHEN I TALKED TO MY GOD
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Crashed already ! :-\
No errorlog, just moving in the overmap and the client stopped.
Huh. Hopefully it's an old one and you just got lucky. We'll see if this is any more stable than the last one or if I'm in for a long night!
I just had a crash when bringing up the quest menu (Q) while fast-travelling, no errorlog. Can't reproduce it however. I think I've seen this on the bugtracker already.
THE GAME CRASHED WHEN I TALKED TO MY GOD
That worked for me, as did shouting out to everybody.
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Thank you !
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It was inevitable.
Stopped autosave features from corrupting worlds
Does that mean that only saves made with autosave were getting corrupted?
If I didn't use autosave, can I still play my current fort in 40.01 for a while without worrying about corruption causing crash?
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SUCCESS
Wait
Y U LIE TO US TOADY
THE GAME CRASHED WHEN I TALKED TO MY GOD
Does it reproduce? If so, a save would be helpful. You can upload to http://dffd.wimbli.com/
I just had a crash when bringing up the quest menu (Q) while fast-travelling, no errorlog. Can't reproduce it however. I think I've seen this on the bugtracker already.
Yup, here it is:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6543
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This may be my PC but i'm getting absolutely crippling FPS when in certain situations (.01 and .02 ). Is this a bug? I've spent about 30 minutes slowly moving into the middle of a goblin site and another hour or so walking around to find the master, whom I've discovered is neigh invincible. I fear having to walk back out.
Same crash with the Deity talk as Tawarochir. Deleted all the saves, no crashes now.
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Thanks a lot Toady! I'm impressed with your bug-fix times, although I wasn't around for the .3x fixes.
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This may be my PC but i'm getting absolutely crippling FPS when in certain situations (.01 and .02 ). Is this a bug? I've spent about 30 minutes slowly moving into the middle of a goblin site and I fear having to walk back out.
Here's the report, (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6623) which might benefit from another save. If you can provide a save for the deity crash, that would be helpful too.
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No longer can I impersonate a Diving Being.
It was inevitable.
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Hm. I should check the version number on the title screen to be certain.
Oops, I had accidentally used 40.01.
Sorry about that, ehehe.
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Crashed already; alt-tabbed on Linux while the game was loading a map in adventurer, suddenly the game window was simply not there and the process was killed. No idea what happened.
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It was inevitable.
Stopped autosave features from corrupting worlds
Does that mean that only saves made with autosave were getting corrupted?
If I didn't use autosave, can I still play my current fort in 40.01 for a while without worrying about corruption causing crash?
Yes -- the corruption was caused by initial/seasonal/yearly autosaves deleting randomly generated object interactions (one of the functions that got called incorrectly assumed that the game would exit after save, like normal manual saves do). So long as you have all autosaves disabled, you won't be hit by this save corruption glitch.
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Was getting some crashes in the last version that had no errorlog, but I believe had something to do with cavern creatures dying by the dozen every month.
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Thanks,Toady!
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Does that mean that only saves made with autosave were getting corrupted?
If I didn't use autosave, can I still play my current fort in 40.01 for a while without worrying about corruption causing crash?
Yes -- the corruption was caused by initial/seasonal/yearly autosaves deleting randomly generated object interactions (one of the functions that got called incorrectly assumed that the game would exit after save, like normal manual saves do). So long as you have all autosaves disabled, you won't be hit by this save corruption glitch.
Thank you.
I have had set
[AUTOSAVE:NONE]
[AUTOBACKUP:NO]
[AUTOSAVE_PAUSE:NO]
[INITIAL_SAVE:NO]
in the d_init.txt so it seems my fort should be ok. :)
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The guy who figured out blood_max = 1/10th body size should get credit somewhere for the growth bug.
That guy was awesome, whoever he was.
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For the people still getting crashes on deity conversations and so on, is there any chance you're playing a save from the original release of 0.40? I haven't had time to test it myself, or even test whether old saves that aren't affected by the autosave bug would even load, but I suspect this could be an issue.
Anyone, now that the most reliable crashes have been squashed, what do you think you'll be tackling next? Retirement in both versions is somewhat wonky at this time, making it somewhat difficult to play with the now dynamic worlds then come back to your fort/adventurer to see what's happened in the intervening time, though I have no idea whether the associated problems there would be easy to fix.
Aggression and fear could definitely use some tweaking; necromancers will frequently end up fleeing from their own undead, and friendly boogeymen have been reported in several games, for two examples of oddities with the new system that should never happen.
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I haven't gone over everything yet, but the calendar is really slow, and that affects everything. Mystery babies seem like potential catastrophic trouble, if it is coming from scheduled births around the world (as that might corrupt the files having them two places at once). Retired adventurer clones or whatever seem pretty bad. Yeah, the whole matter of decision-making is messed up all around, though I'll probably snatch up some more of these game-stoppers first.
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I just had a crash when bringing up the quest menu (Q) while fast-travelling, no errorlog. Can't reproduce it however. I think I've seen this on the bugtracker already.
Yup, here it is:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6543
I think I can reliably reproduce this one, uploaded a save: http://dffd.wimbli.com/file.php?id=8846
I started with a dwarf in one of the hillocks, fast-travelled, hit Q and it crashes, multiple times now.
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I haven't gone over everything yet, but the calendar is really slow, and that affects everything. Mystery babies seem like potential catastrophic trouble, if it is coming from scheduled births around the world (as that might corrupt the files having them two places at once). Retired adventurer clones or whatever seem pretty bad. Yeah, the whole matter of decision-making is messed up all around, though I'll probably snatch up some more of these game-stoppers first.
Sounds nice, keep up the great work!
In regards to the adventurer cloning, I've heard that the issue will frequently affect other characters when loading/unloading sites, you think there might be a relationship between it and the mystery babies?
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It's almost futile to guess this early on -- it's best just to get a reproducible method or a broken save and follow the trail.
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It's almost futile to guess this early on -- it's best just to get a reproducible method or a broken save and follow the trail.
Did we figure out what was with the mystery babies yet? Is it those new underground goblin forts?
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DF2014: The "Don't tell your god that mystery babies were inevitable" version.
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The guy who figured out blood_max = 1/10th body size should get credit somewhere for the growth bug.
That guy was awesome, whoever he was.
I did that, but I probably wasn't the first.
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The guy who figured out blood_max = 1/10th body size should get credit somewhere for the growth bug.
That guy was awesome, whoever he was.
I did that, but I probably wasn't the first.
It was certainly a team effort. Quietust made a good post about the cause in the bug report: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334
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It's almost futile to guess this early on -- it's best just to get a reproducible method or a broken save and follow the trail.
Did we figure out what was with the mystery babies yet? Is it those new underground goblin forts?
Well, from what toady just said, he suspects its a historical figure duping bug, which he said could potentially result in serious issues beyond the mild annoyance/FPS drops mystery babies cause.
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It's not DF without save corruption! This release should fix an issue with autosaves corrupting and causing various crash issues down the line. For this reason 0.40.01 saves are not compatible with this version
It is sad, but not unexpected.
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The guy who figured out blood_max = 1/10th body size should get credit somewhere for the growth bug.
That guy was awesome, whoever he was.
I did that, but I probably wasn't the first.
It was certainly a team effort. Quietust made a good post about the cause in the bug report: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334
I was barely involved in the bugfix at all, I was only commenting on the body size's relation with the blood amount.
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It's not DF without save corruption! This release should fix an issue with autosaves corrupting and causing various crash issues down the line. For this reason 0.40.01 saves are not compatible with this version
It is sad, but not unexpected.
It was inevitable.
Feel free to throw rotten tomatoes now. Also, reading comprehension roll failed on my part; I speculated that maybe the person still having crashes talking to a deity was using an old save, even though that clearly isn't possible.
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Got it. I’ve tried generating some new worlds, on a medium world generated for 200 years, it crashes unless the entity site cap is set at the default. Does anyone have problems with worldgen crashes when the number of sites exceeds a certain amount?
Otherwise I look forward to trying this world out.
But damn, saves are not compatible. Now Heavymetal has to start over!
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The guy who figured out blood_max = 1/10th body size should get credit somewhere for the growth bug.
That guy was awesome, whoever he was.
I did that, but I probably wasn't the first.
Putnam! Sorry, I couldn't remember your name. It's been like a year.
You are awesome.
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Got it. I’ve tried generating some new worlds, on a medium world generated for 200 years, it crashes unless the entity site cap is set at the default. Does anyone have problems with worldgen crashes when the number of sites exceeds a certain amount?
Otherwise I look forward to trying this world out.
But damn, saves are not compatible. Now Heavymetal has to start over!
Archmage, have you made Dwarf Fortress Large Address Aware? During world generation, all the data is stored in RAM until the world is complete, meaning large worlds can easily exceed the 2 GB default limit for a 32 bit application.
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Still have adventure mode crashes... will post on bug tracker.
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Try to do any SCIENCE you can on repeating said crashes; the more relevant data will can give Toady, the faster he'll be able to fix them.
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I recall a bug where you would crash if you opened up the Q log after loading while in quicktravel mode, but I can't seem to reproduce it with a fresh adventurer.
Just be aware that it exists.
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SUCCESS
Wait
Y U LIE TO US TOADY
THE GAME CRASHED WHEN I TALKED TO MY GOD
Does it reproduce?
The game or the god?
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Got it. I’ve tried generating some new worlds, on a medium world generated for 200 years, it crashes unless the entity site cap is set at the default. Does anyone have problems with worldgen crashes when the number of sites exceeds a certain amount?
Otherwise I look forward to trying this world out.
But damn, saves are not compatible. Now Heavymetal has to start over!
Archmage, have you made Dwarf Fortress Large Address Aware? During world generation, all the data is stored in RAM until the world is complete, meaning large worlds can easily exceed the 2 GB default limit for a 32 bit application.
The crash happens on both Mac and Windows, right when the worldgen is being finalised, and I believe it happens on “finalising sites”. With the largest worlds on windows, the game did exceed 2GB without problems, but I haven’t checked whether it is Large Address Aware.
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So this one group of sparrow-people is going around spreading false rumors of my death, and of me attacking myself.
Sparrow man: The human Bof died
Sparrow woman: It was inevitable.
Sparrow man2: The human Bof attacked Bof a few days ago.
Sparrow man: It is terrifying.
To clarify, I think I befriended the first sparrow man by gifting him my large copper dagger when I first ran into him, but IDK if that's why he considers it terrifying.
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Was that a retire/unretire situation, or something out of the blue?
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Hasn't Toady added in lying, IIRC?
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Was that a retire/unretire situation, or something out of the blue?
Out of the blue on a human outsider. Other factors that may or may not be notable are the extinction of all civilized creatures except for a small camp of bandit goblins with a single human maceman among them.
EDIT: My brother, playing in a more populous world, encountered similar rumors while looking at his quest log.
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So I guess there are at least two contexts where this reflected reference stuff is happening... I haven't seen it, but it'll probably be figure-outable when I get there. Saves in the bug reports'll be useful, though I suspect the underlying broken conflict data won't be directly traceable from them. It is an adventure every day.
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Haven't retired/unretired an adventurer yet. IDK if that dupe bug upon initial unretire is still here. I'll check, but has anyone else got data on this yet?
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It can result in you attacking yourself if your adventurer has committed heinous crimes.
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Attacking would probably be better written as assaulting. Attacking suggests you actually went through on an attack when comments by animal men out in the wild suggest that it's more along the lines of doing battle in general even if that means running away or crawling into a fetal position and crying.
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I have actually seen bugged adventurers be repeatedly punched by their clones resulting in injuries, and heard of a case of somebody being killed by their clone.
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This version crashes for me when finalizing the sites:
(https://i.imgur.com/pqd0HC1.png)
Settings were the default ones, in an un-modified, vanilla DF 40.02 on Win7 64x
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Are the false rumors of my death really a bug? It makes sense that some people would assume I died after setting off into the wilderness alone, though the animal people talking about it seems weird.
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a lot of bug wait to fix. :o :'(
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Yay, now I can actively use that shield skill on my adventurer.
And the growth bug is fixed! Had that really been around since .31?
EDIT: Are 40.01 saves completely incompatible with 40.02, or am I doing it wrong? I've only been playing Adventure mode, so I don't think you can auto-save anyway.
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Great news! I've played it, and the game runs just fine for me now. :D
And I've gone ahead and reclaimed a ruin, which has like 25 or 30 Forges, just sitting down there, like some 20+ Z-Levels down. It also has Magma Smelters, so I've gone ahead and disassembled a few of the forges to build some Magma Forgers. :D
I am also impressed with how many new plants there are. I'm going through and planting stuff above ground, and I get options for things like Garlic, Raspberries, Blueberries, Grapes... :D
This is great, very great! Thanks for taking the time to make the bugfix!
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When one digs out even one tile of root of the tree right under it, tree disappears completely. Is this a known bug already?
edit:
yes it is, http://www.bay12games.com/dwarves/mantisbt/view.php?id=6749
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I like jump, climb and other action.
big trees are Best.But Don't play with fire on tree.
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It occurs to me that almost all the stealth issues and non-stealth NPC vision issues can be solved by one change: If an NPC is attacked by something, make it face the attacker. This would not only solve the "NPCs don't seem to understand when you jam a battleaxe into their torso while behind them" issue, but also the issue of being behind someone while not sneaking and being able to do the same.
EDIT: Stuff like this http://puu.sh/a77VW/f069341da0.png
Anyway, everything else is pretty good, but waiting for some AI fixes before I get too deep into adventurer mode. It's not stopping me from already making more horrific monsters to butcher adventurers though, heh.
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A quick clarification on Archereon's comments about the clones (his information is probably coming from my thread here (http://www.bay12forums.com/smf/index.php?topic=140323.0)): the clone didn't attack me autonomously (though it would run from me on its own); I ordered it to do that.
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Upon generating a new adventurer anyway, I note that dwarves, goblins, and elves are already size 70000. Cheers!
EDIT: No wait, that's me getting my region folder mixed up.
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Getting a crash when I ask about a site's trade partner relationship stuff. I have a save with the conversation started, I just need to figure out how to zip/rar it.
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If that was yours it worked -- in any case, that should work now. Or at least that case of it. Various other fixes posted on dev log/tracker.
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May not be the proper place for this, but I'll give it a go. Was wondering if, with all the new plants and other things, if the frame rate drops sooner in a game? Or is it comparable to 2012 version on same machine?
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There's the running world stuff, in large enough worlds that'll kill your FPS.
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To expand on palu's point: the new version continues the progress of the world (outside of your fortress) continually in the background. You get a small glimpse of this when you start a new game (after world gen or fort-retire or adventurer-retire) and you see two weeks go by on the game's calendar. If those days go really slowly on your system, then your FPS in fort mode are going to be abysmal as well.
Size of the world and length of history are the two main factors here. "Medium" (129x129) or larger worlds are not recommended unless you're very patient.
Toady has said he's going to optimize this continual world progress. It's his top priority after fixing the crashes and other major bugs.
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I have crashes when entering new sites (moving from the wilderness to a town, between towns, vice versa). It's not every time, but the majority of my overworld movement crashes are right at that point.
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To expand on palu's point: the new version continues the progress of the world (outside of your fortress) continually in the background. You get a small glimpse of this when you start a new game (after world gen or fort-retire or adventurer-retire) and you see two weeks go by on the game's calendar. If those days go really slowly on your system, then your FPS in fort mode are going to be abysmal as well.
Size of the world and length of history are the two main factors here. "Medium" (129x129) or larger worlds are not recommended unless you're very patient.
Toady has said he's going to optimize this continual world progress. It's his top priority after fixing the crashes and other major bugs.
Cool no problems on world gen so far. Which is good since I had to downgrade to another PC till I get mine fixed. Keep up the good work toady!
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Awesome work Toady.
Out of curiosity, my game lags considerably whenever starting a new game (after generating and then selecting fortress or adventure, not tried with legends). It gets to the calendar screen and then the game takes quite a while to start. Is this because of history progressing or such, or could it be a bug?
EDIT: Nevermind, after some further reading I answered my own question.
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There's the running world stuff, in large enough worlds that'll kill your FPS.
Does the world really calculate often enough to cause continuous FPS loss? It seems like updates could be more infrequent (once per season or year or something).
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There's the running world stuff, in large enough worlds that'll kill your FPS.
Does the world really calculate often enough to cause continuous FPS loss? It seems like updates could be more infrequent (once per season or year or something).
In adventure mode, the conversations at least slow you down to crazy levels. Goblin sites can take up to ten seconds for one move.
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There's the running world stuff, in large enough worlds that'll kill your FPS.
Does the world really calculate often enough to cause continuous FPS loss? It seems like updates could be more infrequent (once per season or year or something).
In adventure mode, the conversations at least slow you down to crazy levels. Goblin sites can take up to ten seconds for one move.
So it's more local activity that is the slowdown rather than large-scale? (Haven't played adventure mode yet in the newest version)
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There's the running world stuff, in large enough worlds that'll kill your FPS.
Does the world really calculate often enough to cause continuous FPS loss? It seems like updates could be more infrequent (once per season or year or something).
In adventure mode, the conversations at least slow you down to crazy levels. Goblin sites can take up to ten seconds for one move.
For adventure mode at least, and on a pocket world. Don't try anything larger than a 'small' world, as the lag gets even worse.
So it's more local activity that is the slowdown rather than large-scale? (Haven't played adventure mode yet in the newest version)
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In adventure mode, the conversations at least slow you down to crazy levels. Goblin sites can take up to ten seconds for one move.
It's most likely caused by overpopulation. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7154)
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So far things are going good.
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Has anybody else had Miners have accidents while digging vertical channels?
I have a guy drilling a hole, single tile, a few dozen Z levels.
He just had a rock hit him and cause him to fall.
Only thing I can think of is that he channeled out the level below him, grabbed the wall, and then the rocks dragged him down with them when they fell. A little odd.
The irony is that he was drilling a well to get water to wash and feed to another dwarf that is in the hospital due to falling out of a tree.
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BOOM, BABAY!