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Messages - LordHelmchen

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1
DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: March 02, 2010, 02:05:10 pm »
Rough estimates as most numbers fluctuated +-1
_[PRINT_MODE:STANDARD] # 19(19)/19
_[PRINT_MODE:PARTIAL:0] # 21(19)/22
_[PRINT_MODE:ACCUM_BUFFER] # 20(19)/20
_[PRINT_MODE:FRAME_BUFFER] # 17(18)/20
[PRINT_MODE:VBO] # 21(20)/22
_[PRINT_MODE:SHADER] # df_linux-40d18/df: line 6: Segmentation fault
[SINGLE_BUFFER:NO]

_[ARB_SYNC:ON] # df_linux-40d18/df: line 6: Segmentation fault

lspci: 01:00.0 VGA compatible controller: nVidia Corporation G73 [GeForce 7600 GT] (rev a2)
I guess that is not DX10-able then :-(

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DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 11, 2010, 05:49:48 am »
a quick question: what's the meaning of the second fps counter (the one in parenthesis parentheses ??? brackets) ?

3
DF Modding / Re: Dwarf Therapist - DFHack Edition - Updated *v0.0.5*
« on: February 11, 2010, 04:18:17 am »
looking into the files, it seems to me that there are only settings for d17 on windows. Is there an ETA for DT working with d17 on linux?
ignore this, i have just re-read Belal's post slightly above mine.

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DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 11, 2010, 04:13:21 am »
hmm... d17head does at least feel faster than d16, now that I have gone back to trying it, as I should *g*
I do miss the dwarftherapist, though :-(
Zooming does respect [BLACK_SPACE:YES]; now that it does, I am thinking about switching it off for the last bit of zooming potential *g*
a minor annoyance (linux, d17-head):
If [SOUND:ON] and [VOLUME:0], after loading it played the music at what sounded like [VOLUME:255]. Raising it to 1 (and also back down to 0) mutes the music as expected.

5
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 06, 2010, 12:54:19 pm »
As to zooming in, it'll refuse to zoom beyond 80x25. That should be the only limit. It shouldn't go nonsquare, though, assuming black-space is on.
ah, yes,, hitting 80 tiles horizontally is what stops it zooming in then. I guess asking for further magnification is out of line, then ? *g*

Which makes me think of another idea an expansion of my idea (which might be better of to the suggestions-thread, but it might be possible that it is doable with just the display-bits of the source, so I'll try here anyway *g*):
When zooming out, the 'map' and 'info' panels are kept in width (at, if I counted right, 23 and 30 tiles). Could this be expanded to a slightly more configurable interface, with, say, a map at the top and the info panel below it, fixed at 30 tiles, and the rest usable to display the fortress (where it could then possibly zoom in even more *g*)

As for the only real on-topic part: Black space is on, and it does look non-square to me and kruler... I reverted back to 40d16 though, to keep dwarftherapist+dfhack and stonesense working.
So not only do I waste your time making silly feature suggestions, but I don't even continue to test the newest dev-version...  :-[ (<- embarrassed, according to the forum software)

6
DF General Discussion / about the Zoom-feature
« on: February 06, 2010, 10:40:37 am »
Greetings again.
I was just wondering about the zoom feature:
for starters, i really think that's a great idea, and very helpful to get a better overview about what is going on on a larger scale, as when a squad is chasing of intruders that are spread out more than the normal viewport.
on the other hand, I really like Ranting Rodents Graphics, but there are times when a closer look would be nice. It seems (by trying to measure what I see with kruler, that I can zoom _in_ twice from the default 16x16, which gives me 20x20 , and then a last time to the now no longer square 20x24.
why the switch without further increase in the horizontal ?
would it be possible to add one or two magnify-zoom-levels, something along painting each pixel of the original graphics as 2x2 cluster ?

7
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 05, 2010, 10:34:46 am »
Ok, altho 4.x is not compatible with 3.x
Thanks.
both .38 and (symlinked to 38) .42 worked, at least enabling me to start the game. As I don't know what they're used for by df and how incompatible they are, I guess I'll go with the real 38.

EDIT: going on with the .38's, generating worlds works as well, so I'd say the missing libraries problem is solved for me.
onwards to the neverending quest for just the right embarkment spot.
OT:
Spoiler (click to show/hide)

8
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 05, 2010, 10:01:28 am »
alas, being on both a 64bit installation as well as a source-base distribution (gentoo-amd64 to be exact), kaini1123's sloution / sloving [sic] of the situation is not appropriate for me.
at least, it's good to know that icu-40 apparently works for him, so it is not strictly 38 that is needed...
Urist McDepravity, could you try if your uci-4.2 works, and if so, provide the three so-files for me ?

9
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 05, 2010, 08:58:39 am »
Hello, it's me again, with another 32 bit compatibility layer lib missing :-)
ldd libs/libboost_regex.so.1.35.0 | grep not
ldd: warning: you do not have execution permission for `libs/libboost_regex.so.1.35.0'
        libicudata.so.38 => not found
        libicui18n.so.38 => not found
        libicuuc.so.38 => not found
could you include them (possibly with another ldd-precheck and sanitation into unused-libs for those luckier than me) ?

EDIT:
some minor confusion for me: why is libSDL_image-1.2.so.0 checked for and sanitized if a local version is found, but none of the others (of which my gentoo's emul-linux-x86-* packages do provide most (apart from boost and icu, it seems *g*)) ?

10
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: February 03, 2010, 02:30:17 pm »
Meanwhile, the fact that you see that as a dependency means that you're using 40d16-head, which is currently out of sync with the released 40d16 and so shouldn't be used.
right, I was. Thanks a lot, overwriting the head-libs with the original d16 ones solved it.

11
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: February 03, 2010, 01:07:49 pm »
I'm missing a shared library: libboost_regex.so.1.41.0
After checking some ldd output, it showed to be a dependency of df_linux/libs/libgraphics.so
As libgraphics.so is part of the df_linux distribution, and boost not among the dependencies asked for in the readme, I humbly ask for it to be included.

alternatively, I'd have to file a bug and ask for it in one of gentoo's emul-linux-x86-* ebuilds, though that would take longer and I'd have to find out which one it belongs into :-)

12
DF Gameplay Questions / Re: world gen hangs (in WinE and WinXP too)
« on: September 17, 2008, 06:33:09 am »
Well... I think it is kinda solved'ish now.

I went about and tested some more with a fresh download.
It happened to work without problems.
I switched back to my preferred OS and WinE.
World gen worked.
I once again overwrote the language files with those without accented characters (from http://dffd.wimbli.com/file.php?id=341).
World gen worked.
I once again copied my data/init/init.txt to the new install, only chaning the font back to the original.
World gen worked.
I once again extracted Sphr's gfx Directors Cut 5.1 (from http://www.dwarffortresswiki.net/index.php/User:Sphr/gfx_set) to my new install.
World gen worked.
I changed the charset in init.txt back to Sphr's.
World gen worked.

So in effect, I have everything like it was before, only with working world gen. Can't say I'm complaining, though I'm still wondering what caused the problems in the first place.

This means I'll withdraw my call for the moderators to move the thread (or propose to move in to the modding subforum instead).

Thanks to all who tried to help.

13
DF Gameplay Questions / Re: world gen hangs (in WinE and WinXP too)
« on: September 16, 2008, 09:45:14 am »
I have tested worldgen under windows, and experince the exact same behaviour as with wine, only lacking a convenient way to monitor processor use and to terminate the process when it hung up. In most cases, after reaching year 2 nothing happens (including no more graphic refreshes to the Df window after some other window had been moved into the foreground) and hogging of cpu cycles.

hmm... I had one case of a complete gen, but lots of failures as described above. Parameters for this case in the spoiler.
Spoiler (click to show/hide)
I used the Seed for another worldgen, and it hung at year 51, with 2090 Hist Figs, 454 Dead and 13582 Events.

this leaves me with three questtions:

1) Could someone md5sum the zip, so I can cross out the posibillity of a currupt download (though i have had zip test the archives integrity, but who knows...)

2) Is there some way to instruct DF to send some debug output to stdout while it generates, so I can pinpoint the problem a bit more ?

3) Could a moderator move this to DF Bug Reports, now that it looks like it is one ? :-)

14
DF Gameplay Questions / Re: world gen hangs
« on: September 15, 2008, 05:17:44 pm »
regarding custom parameters: I stared with a custom set, but after it did not work as well as I have come to pexpect from generating in 38c, i switched to the standard-parameters, using MEDIUM and smaller, so I guess that speed issues from world size and strange generation parameters are not the cause of my troubles ?

Fensfield: I did try world gen in windows, though 38c did not give me any trouble with wine (And yep, your memory served you well there). Alas, the same happens: It gets to Initializing or up to some year between 2 and 50, then nothing happens anymore.

Deathworks: at least its good to know that the caves are not, in all cases, the culprit, as I do get past Initializing to the first years of world hostory in about half of the cases.

Well then... "taking very long for a single year to create" fits... Only all years before the critical one (and _all_years during generating in 38c) do zip by before I even had time to read, say, the event count.
Would one think it unreasonable to assume the game gone out for lunch after 5 minutes on a single year on a amd64 3000+ with 1G of RAM ? ;-)


15
DF Gameplay Questions / world gen hangs (in WinE and WinXP too) [solved]
« on: September 15, 2008, 04:18:28 am »
Greetings !

I seem to have a problem with world generation in 28.181.40d (27.176.38c worked and still works fine, did not try any intermediate versions) ... For what it's worth, I'm using wine 1.0_rc1 to play on linux.

When i try to generate a new world (usually with MEDIUM parameters, but others seem to behave the same),  it goes through the first phases as expected, but upon generating the history of the world, it looks like it hangs up: Processor use stays at 99% (which seems to be normal, as far as i can see from 38c),  but the screen does not change anymore, and after waiting for five minutes, I can only assume that nothing will happen further. Usually it only reaches "Initializing" (with no dots), but on occasion the Age of Myth is reached, counting to year 2 or 3, only rarely reaching a later year, with 45 the latest ever reached in about fifty tries.

Of course, I could generate a new world with 38c, but I'd like to have a new world with the now introduced caves for my next fortress. Any ideas or insights would be greatly appreciated.

EDIT: added "(in WinE and WinXP too)" to thread Subject

EDIT2: added "[solved]" to thread Subject

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