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Topics - Baughn

Pages: [1] 2
1
Other Games / Minecraft: Erisia: A Tale of Pigs
« on: July 02, 2014, 07:58:31 am »
Hi, folks.

I thought I'd give you the option of joining me for a nice game of Minecraft, on a server I like to call Erisia.

This is a rather heavily modded server, based on the TPPI mod-pack. In other words, it's semi-experimental; you should expect to see the setup modified fairly frequently, but hopefully no resets for a while. Either way, there's enough to do there for a few weeks of focused play.

Rules are fairly simple:

- Try to keep your constructions good-looking. I consider a wide range of things 'acceptable', but putting a large base in a giant hole in the ground isn't. I'll tell you in advance if things are getting iffy.

- Be nice to each other. PvP is not disabled, but nonconsensual PvP or theft are both punishable by summary bans. If you aren't in a cooperative mood, then this server isn't for you. If you just want something to fight... we've got options.

- No quarries in the overworld. We've got Mystcraft for that, but the TPPI ore-generation distribution is also constructed such that you don't really need it.  (This, by the way, refers specifically to the giant-hole-in-the-ground Buildcraft quarries; any quarry that leaves stone and dirt in place is fair game.)

- I may on occasion need to restrict the use of some item for performance reasons.

- Otherwise, do as you like. If you're having fun, and not disturbing your neighbours, then that's good enough.

If this sounds interesting, then reply to this thread with your Minecraft username and I'll get you set up. Ideally, also write a few lines about your approach to Minecraft; what you're planning to do, if anything. That isn't necessary, but it helps.

The server is linked to an IRC channel on irc.rizon.net, #erisia. You can also drop by there to have a chat.

2
It would simplify things (especially for modders) if I don't have to support this, so only answer yes if this is something you're actually using, okay?

As usual, even a single "yes" is going to make me work to keep it in. Which will probably mean less time for other features, but I'll get to those eventually.

3
DF General Discussion / PRINT_MODE poll
« on: August 11, 2010, 06:09:16 pm »
While I'm reinventing SHADER-mode, I'm looking to remove some of the others to reduce the incredible profusion of print-modes we've got right now. This is mainly to simplify things for users; it's no big deal from my point of view.

Unfortunately, I have no idea which ones would be safe to remove, if any.

So.. tell me what you use. If it turns out one or more modes are unused - great! I can then remove them from the init.txt documentation.

4
DF General Discussion / DF Accelerator (obsolete)
« on: April 01, 2010, 07:33:22 am »
The d# series HAS been merged now, so this is once again obsolete. Grab a non-legacy version when you download.

=====

Since the d# series hasn't been merged yet, I figured I'd dig up my old DF Accelerator code.

It appears to work fine with DF2010; I've been using it in the beta without trouble, and it does speed things up a bit.

So. Go to http://brage.info/~svein/df_accelerator/bin/, download opengl32.dll (and nothing else!), and put it in your DF directory, then set partial-printing to YES:0 and turn the intro off.

If it works, great. If it doesn't, remove it. I am not going to field any support questions or try fixing bugs now, but the proper d# merge should start soon.

5
DF General Discussion / FotF: Dwarf Fortress 40d19
« on: March 04, 2010, 05:34:49 pm »
This is not DF 2010. This is merely an update to 40d providing better performance and some other enhancements. It will be part of '10, however, it has no gameplay changes.

As you may be aware, Dwarf Fortress' approach to OpenGL leaves something to be desired. To the point of my writing terrible hacks like DF Accelerator, even..

At any rate, Toady has decided to do something about that, and did it by releasing the relevant source code so others could help.

This has been done: The code has been converted to use SDL by Bernard Helyer, and the output and input code was then optimized and enhanced by yours truly. It is almost complete. However, for Toady to accept the code into the next version of DF, your assistance is needed: It must be tested. This takes many dwarves.

Known bugs
- Adventure mode is pretty much broken, and going to stay that way until DF2010.
- Image export is generally broken; some don't work, some actually freeze the game. Don't try it.
- Graphical tilesets are discolored in 2D and shader mode, being slightly too dark. YMMV on whether this is bad or not. Cookie to whoever fixes data/shader.fs for me.
- Graphical tilesets flicker in shader mode. Epilepsy-inducingly so.
- Graphical tilesets are /incredibly slow/ in shader mode. But you wouldn't do that anyway, right? Think of the epileptics.
- Shader mode does not work on ATI cards. Can't really fix myself, but the shader source is in data/shader.fs/vs; it's loaded on startup (and when resizing the window).
- The game will crash doing certain actions on certain screens, unrelated to graphics. The full list is not known, but there are crashes at least on the farm plot seed selection screen.
- You may find that the game crashes when performing particular in-game actions on the DF user interface, such as viewing a dwarf's thoughts with a very large window, or switching between seasons on the farm-plot menu with the cursor in a particular position. Such bugs are not 40d# bugs, but are the result of somewhat haphazard adaption of core DF code to 40d# and will be fixed in the DF2010 integration phase.
- Bridge linking is broken.


Download links
Windows: http://www.bay12games.com/dwarves/df_28_181_40d19_2_win.zip (Updated Mar 6)
Linux: http://www.bay12games.com/dwarves/df_28_181_40d19_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d19_osx.tar.bz2
For linux users, the following link will contain a tarball with the newest fixes, which might be officially released in 40d20, assuming there is one. It must be unpacked on top of the 40d19 tarball.
Linux 40d19 HEAD: http://brage.info/~svein/df-40d19-head.tar.bz2 Updated Mar. 5

For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.

Please download it, run it, and test with all the different tilesets and grid sizes your hearts desire. Graphics sets, too.

New features in 40d19 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly. This can be turned off in init.txt if you like.
- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- Window resolution is measured in tiles instead of pixels, if you use a size below 200x200.
- The DF window can be zoomed on the fly using the mouse wheel, though only in opengl mode.
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
** Default keybindings:
** Ctrl-r to record (or stop recording) a macro
** Ctrl-p to play the currently active  macro
** Ctrl-s to save the active macro
** Ctrl-l to load a macro as the active one
* Input bindings are divided into sections
- A 2D mode has been added, for people with bad opengl drivers.
- A text mode has been added (Linux/OS X only), for SSH or console use.
- A shader mode has been added, for people with DX10-compatible GPUs. DX10 or windows are not required.
- Lots of bugfixes and performance improvements.
Upcoming features in 40d20/40d19-HEAD
* Quite honestly nothing.

Bug-tracker
There should be a list of known bugs at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.

Tips and tricks
- If the default settings don't work, 2D almost certainly will. Make sure to try it.
- Make sure you test all the combinations for buffers/partial printing that Toady suggests in init.txt. Read the comments in that file, too.
- If you're having problems on windows, if possible, try running it on linux; this will provide information on whether it's hardware-dependent or software. Vice versa, too.

Linux
- If double-clicking on the script doesn't work, make sure you try it from a terminal so you can read the error output
- Required libraries include SDL and SDL_image, mainly. Make sure you have a 32-bit version of these, if you're on a 64-bit linux.


Source code
For perennially curious programmers, the source code (that is still under active development) can be found at git://github.com/Baughn/Dwarf-Fortress--libgraphics-.git. It uses the git version-control system, and can also be seen in a browser at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/tree/master.

Compiling this code gives a functional DF, but it can only be compiled on Linux.

6
DF General Discussion / FotF: Dwarf Fortress 40d18
« on: February 21, 2010, 09:01:18 pm »
This is not DF 2010. This is merely an update to 40d providing better performance and some other enhancements. It will be part of '10, however, it has no gameplay changes.

As you may be aware, Dwarf Fortress' approach to OpenGL leaves something to be desired. To the point of my writing terrible hacks like DF Accelerator, even..

At any rate, Toady has decided to do something about that, and did it by releasing the relevant source code so others could help.

This has been done: The code has been converted to use SDL by Bernard Helyer, and the output and input code was then optimized and enhanced by yours truly. It is almost complete. However, for Toady to accept the code into the next version of DF, your assistance is needed: It must be tested. This takes many dwarves.

Known bugs
- If you change the window size while a movie/the intro is playing, that particular movie gets messed up is turned into modern art. The game is not otherwise affected. (Fixed)
- The keybinding screen is not very intuitive.
- Adventure mode is pretty much broken, and going to stay that way until DF2010.
- DF may come up blank when you start it, and possibly spamming the terminal on linux. Resizing the window slightly should clear that up. (Fixed)
- Pressing space to leave a menu also pauses/unpauses the game. (Fixed)
- Image export is generally broken.
- Movies are broken in text mode (Fixed)
- Colored tilesets are discolored in 2D mode. (Partially fixed)
- There is a horrible performance bug in d18. It is fixed in d18-head; meanwhile, print-mode partial suffers less.

Download links
Windows: http://www.bay12games.com/dwarves/df_28_181_40d18_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d18_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d18_osx.tar.bz2
For linux users, the following link will contain a tarball with the newest fixes, which might be officially released in 40d19, assuming there is one. It must be unpacked on top of the 40d18 tarball.
Linux 40d18 HEAD: http://brage.info/~svein/df-40d18-head.tar.bz2 Updated Mar. 4

For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.

Please download it, run it, and test with all the different tilesets and grid sizes your hearts desire. Graphics sets, too.

New features in 40d18 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly.
- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- Window resolution is measured in tiles instead of pixels, if you use a size below 200x200.
- The DF window can be zoomed on the fly using the mouse wheel, though only in opengl mode.
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
** Default keybindings:
** Ctrl-r to record (or stop recording) a macro
** Ctrl-p to play the currently active  macro
** Ctrl-s to save the active macro
** Ctrl-l to load a macro as the active one
* Input bindings are divided into sections
- A 2D mode has been added, for people with bad opengl drivers.
- A text mode has been added (Linux/OS X only), for SSH or console use.
- Lots of bugfixes and performance improvements.
Upcoming features in 40d19/40d18-HEAD
* ..a shader print-mode, speeding things up noticably on modern cards.

Bug-tracker
There should be a list of known bugs at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.

Tips and tricks
- If the default settings don't work, 2D almost certainly will. Make sure to try it.
- Make sure you test all the combinations for buffers/partial printing that Toady suggests in init.txt. Read the comments in that file, too.
- If you're having problems on windows, if possible, try running it on linux; this will provide information on whether it's hardware-dependent or software. Vice versa, too.

Linux
- If double-clicking on the script doesn't work, make sure you try it from a terminal so you can read the error output
- Required libraries include SDL and SDL_image, mainly. Make sure you have a 32-bit version of these, if you're on a 64-bit linux.


Source code
For perennially curious programmers, the source code (that is still under active development) can be found at git://github.com/Baughn/Dwarf-Fortress--libgraphics-.git. It uses the git version-control system, and can also be seen in a browser at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/tree/master.

Compiling this code gives a functional DF, but it can only be compiled on Linux.

7
DF General Discussion / FotF: Dwarf Fortress 40d17
« on: November 14, 2009, 04:35:01 pm »
As you may be aware, Dwarf Fortress' approach to OpenGL leaves something to be desired. To the point of my writing terrible hacks like DF Accelerator, even..

At any rate, Toady has decided to do something about that, and did it by releasing the relevant source code so others could help.

This has been done: The code has been converted to use SDL by Bernard Helyer, and the output and input code was then optimized and enhanced by yours truly. It is almost complete. However, for Toady to accept the code into the next version of DF, your assistance is needed: It must be tested. This takes many dwarves.

Known bugs
- The macro save/load dialogs don't actually show up. They work, but they aren't visible. I'm sure they rendered fine last night. Fixed.
- The game segfaults if you force it to use a newer version of libicu than it was compiled against. This is not actually a bug. Instead, try the d17-head tarball, which removes the dependency. Fixed.
- It's currently impossible to delete macros, but you can overwrite them just fine. You can do so manually, they're in data/init/macros. Fixed.
- Adventure mode is still somewhat messed up. It'll get fixed eventually.
- If you switch from a menu with many entries to one with few, specifically if your cursor was on a position that is now invalid, the game may crash. Won't fix, as it'd have to be redone later; just avoid doing that.
- Key repeats don't lag if the game does, making it hard to enter just one for a repeating key. Fixed.
- A variety of other minor issues, all fixed.

Download links
Windows: http://www.bay12games.com/dwarves/df_28_181_40d17_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d17_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d17_osx.tar.bz2
For linux users, the following link contains a tarball with the newest fixes, which might be officially released in 40d18, assuming there is one. It must be unpacked on top of the 40d17 tarball.
Linux 40d17 HEAD: http://brage.info/~svein/df-40d17-head.tar.bz2 Updated 21. Feb

For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.

Please download it, run it, and test with all the different tilesets and grid sizes your hearts desire. Graphics sets, too.

New features in 40d17 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly.
- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- Window resolution is measured in grid units instead of pixels, if you use a size below 200x200.
- The DF window can be zoomed on the fly using the mouse wheel, though only in opengl mode.
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
** Default keybindings:
** Ctrl-r to record (or stop recording) a macro
** Ctrl-p to play the currently active  macro
** Ctrl-s to save the active macro
** Ctrl-l to load a macro as the active one
* Input bindings are divided into sections
- A 2D mode has been added, for people with bad opengl drivers.
- Lots of bugfixes and performance improvements.
Upcoming features in 40d18 or 40d17 HEAD
* None. A feature freeze is in effect.

Bug-tracker
There should be a list of known bugs at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.

Tips and tricks
- If the default settings don't work, 2D almost certainly will. Make sure to try it.
- Make sure you test all the combinations for buffers/partial printing that Toady suggests in init.txt. Read the comments in that file, too.
- If you're having problems on windows, if possible, try running it on linux; this will provide information on whether it's hardware-dependent or software. Vice versa, too.

Source code
For the perennially curious, or programmers, the source code (that is still under active development) can be found at git://github.com/Baughn/Dwarf-Fortress--libgraphics-.git. It uses the git version-control system, and can also be seen in a browser at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/tree/master.

Compiling this code gives a functional DF, but it can only be compiled on Linux.

8
DF General Discussion / FotF: Dwarf Fortress 40d16
« on: August 13, 2009, 02:24:30 pm »
As you may be aware, Dwarf Fortress' approach to OpenGL leaves something to be desired. To the point of my writing terrible hacks like DF Accelerator, even..

At any rate, Toady has decided to do something about that, and did it by releasing the relevant source code in the form of Battle Champs for others to fix.

This has been done: The code has been converted to use SDL by Bernard Helyer, the input code was rewritten by Veroule, and the OpenGL code has been rewritten by yours truly. It is almost complete. However, for Toady to accept the code into the next version of DF, your assistance is needed: It must be tested. This takes many dwarves.

Download links
Windows: http://www.bay12games.com/dwarves/df_28_181_40d16_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d16_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d16_osx.tar.bz2
For linux users, the following link contains a tarball with the newest fixes, which will be officially released in 40d17. It must be unpacked on top of the 40d16 tarball.
Linux 40d16 HEAD: http://brage.info/~svein/df-40d16-head.tar.bz2

For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.

Please download it, run it, and test with all the different tilesets and grid sizes your hearts desire. Graphics sets, too.

New features in 40d16 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly.
- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once)
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
* Input bindings are divided into sections
- Lots of bugfixes and performance improvements.
Upcoming features in 40d16 or 40d15 HEAD

Bug-tracker
There should be a list of known bugs at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.

Tips and tricks
- Make sure you test all the combinations for buffers/partial printing that Toady suggests in init.txt.
- If you're having problems on windows, if possible, try running it on linux; this will provide information on whether it's hardware-dependent or software.

Source code
For the perennially curious, or programmers, the source code (that is still under active development) can be found at git://github.com/Baughn/Dwarf-Fortress--libgraphics-.git. It uses the git version-control system, and can also be seen in a browser at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/tree/master.

Compiling this code gives a functional DF, but it can only be compiled on Linux.

9
DF Modding / SVG tilesets
« on: July 14, 2009, 07:53:40 pm »
To make the zooming feature in DF work better, it would be nice to have tilesets that work well at multiple sizes. However, that is not necessarily easy to arrange.

So, I'll make a deal with you.

If one of you create a (decent) tileset in SVG, I'll implement SVG reading in DF.

Alternately, if you create a bitmapped tileset with multiple resolutions, I'll arrange for that to be used as well; that would be 4x4, 8x8, 16x16, 32x32 at the least, preferably with 64x64. Yes, that humongous last one would be used when possible (which it usually is, on modern GPUs) in order to make the linear down-scaling when above 32x32 look better, which could happen with zooming. I can live without it, though. :P

(Oh, and you don't need those precise resolutions, just NxM, N*2xM*2, N*4xM*4 and so on; it's for mip-mapping. So 3x3, 6x6, 12x12 and so on are fine too. But at least four levels.)


FTR: Implementing SVG requires implementing the latter mechanism as well, but not the other around. So.. have fun. :)

10
DF General Discussion / Show grid size when resizing?
« on: June 23, 2009, 09:00:07 am »
I'm curious what you think.

If you're not sure what this is about, I'm referring to the resizing/zooming mechanic that was added in 40d12 and enhanced in 40d12-head/40d13.

11
Since I'm sure many of you aren't following everything in the hundred-page thread very closely, I'll post this here:

There's a debugging build of 40d11 up. If you run it, it won't work any better, but it'll give me important information to help fix it. You can download it from http://brage.info/~svein/df40d11-debug.tar.bz2.

Feel free to post debug output in this thread, so it stays on the page while it's still useful.

12
DF General Discussion / DF graphics multithreading
« on: March 17, 2009, 02:06:57 pm »
I figured, it should be possible to gain at least a little extra speed by doing the opengl rendering in a separate thread, for those not still on single-core processors.

There's no point on newer GPUs, though. Thus the poll; I'd appreciate the input, as it'd be quite a bit of work.

Let's say, if you don't get four digits of FPS at the main menu (with a suitably insane FPS setting in init.txt), and you have a dual-core processor, answer "yes". Otherwise "no".

13
DF Gameplay Questions / So, how many of you use 40d9?
« on: March 03, 2009, 02:27:08 am »
Well, I thought I'd check. Let's have a bit of a poll. :D

And if you have no idea what 40d9 is...

Check the news on the top of the page.


By the way, this thread is not for bug reports; you can post them if you like, but I won't be answering. I'm pretty sure we've been over all of those already, anyhow.. waiting for 40d10, as usual.

14
DF Modding / Future of the fort, tileset request
« on: December 20, 2008, 01:54:49 pm »
See http://www.bay12games.com/forum/index.php?topic=28841.0

For the future of the fort, I need someone to make a tileset with PNG alpha translucency, so I can test tilesets with PNG alpha translucency. It would be very helpful. :)

15
As you may be aware, Dwarf Fortress' approach to OpenGL leaves something to be desired. To the point of my writing terrible hacks like DF Accelerator, even..

At any rate, Toady has decided to do something about that, and did it by releasing the relevant source code in the form of Battle Champs for others to fix.

This has been done: The code has been converted to use SDL by Bernard Helyer, and the OpenGL code has been rewritten by yours truly. It is almost complete. However, for Toady to accept the code into the next version of DF, your assistance is required: It must be tested. For this, you are required.

Download links
Windows: http://www.bay12games.com/dwarves/df_28_181_40d13_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d13_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d13_osx.tar.bz2
For linux users, the following link contains a tarball with the newest fixes, which will be officially released in 40d14. It must be unpacked on top of the 40d13 tarball.
Linux 40d13 HEAD: http://brage.info/~svein/df-40d13-head.tar.bz2

For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.

New features in 40d13 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly.
- The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once)
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
* Input bindings are divided into sections
- Lots of bugfixes and performance improvements.
Upcoming features in 40d14 or 40d13 HEAD
Grid size autogenerated
Fullscreen resolution autogenerated

Please download it, run it, and test with all the different tilesets and grid sizes your hearts desire. Graphics sets, too.

Bug-tracker
There should be a list of known bugs at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.
- Tiles may show black borders when zooming. Fixed, d14/d13-head
- The mouse buttons get stuck when designating. Fixed, d14/d13-head
- Various keyboard issues. Fixed, d14/d13-head

Tips and tricks
- Make sure you test all the combinations for buffers/partial printing that Toady suggests in init.txt.
- Make sure to try the debug version (not up yet) before posting about problems, if you run linux. If you don't run linux, try running linux.

Source code
For the perennially curious, or programmers, the source code (that is still under active development) can be found at git://github.com/Baughn/Dwarf-Fortress--libgraphics-.git. It uses the git version-control system, and can also be seen in a browser at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/tree/master.

Compiling this code gives a functional DF, but it can only be compiled on Linux.

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