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Messages - Not a Cylon

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Instead of an announcement, we *could* instead have an on-screen alert widget that shows important status messages (with options to hide, jump to target, etc.). It could appear near the lower left corner when there is trouble to report.

That would be great, yeah!

Quote
also, are non-citizens not handled by autoslab? if not, should they be?

Dunno, I don't have it on. I don't so much mind having to engrave so long as I'm aware of the problem.

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Sure, done: https://github.com/DFHack/dfhack/issues/3049

Something else I'd love to see: I desperately need to see announcements for ghosts of non-citizens. (Is that a known bug? Seems very consistent for me that non-citiizen ghosts don't produce announcements.) I have lost four dwarves in this fort because I have a lot of non-citizens around, they never get buried, and I only learn that there's a ghost when they scare someone to death. At this point I'm motivated enough to write a script if it's not too hard (looking at the API, I can see how to find whether a unit is a ghost and how to make an announcement, but it's not obvious how to know whether the announcement has been made before).

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Nice! Manually suspending stuff has been driving me nuts. It seems it misses cases that aren't corners, though. My setup:

FfffffFfWWfFfffffF
R                R

Here W is a bit of wall that's already there, R is where the ramps up to this level are, and f or F is a floor. The spaces are empty space. I'm trying to place walls on all the floors. The capital Fs are the ones where the wall job is suspended. But of course it's wrong - everything but the floors closest to the middle walls should be suspended. Was really hoping to use suspendmanager to help with this sort of thing (building high walls) since it's a massive pain to have to unsuspend them one by one (or build a floor which then needs to be removed carefully).

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DF Dwarf Mode Discussion / Re: What do you love / hate about DF .34 so far?
« on: February 17, 2012, 02:49:16 am »
Patch notes from today are incredible !!!

Lye Making fixed
Crashes fixed
Mosquito swarms fixed
Bars-at-Metalsmith fixed
Orders menu text toggling shows correctly

And something about wagons, I wonder how they'll work again.
(I'd play but I don't have time  >:( )

Wait what? Patch notes...

*reads bay12*

OMG YES

So stoked he incorporated community bugfixes.

Any notion when these fixes will become a bugfix release? (I seem to remember three or four releases in the space of a week last time around :) )

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DF Suggestions / Re: Using GPU power instead of CPU power?
« on: May 13, 2011, 07:46:26 pm »
Just to echo the “GPGPU is great, but only in the right application” sentiment, Folding@Home indicates (on a page from 2008, admittedly) that the GPU-enabled client provides a speedup of 20-40x. But of course, F@H is a physics simulation, involving nothing resembling a pathfinding AI; an electron isn't trying to find the shortest path to the +oaken splint+, after all, it's just getting pushed around.

My rough understanding is that if you can reduce a problem to linear algebra, then the GPU is your dear, dear friend. Graphics, yes; physics, yes; cryptanalysis, apparently yes; pathfinding? That seems much more doubtful.

(Heh … that does make me wonder if physics models could apply to pathfinding after all; I mean, one could say that a thirsty dwarf that's far away from alcohol has a very high potential :-) )

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DF Suggestions / Re: Parallel Processing
« on: May 13, 2011, 07:18:14 pm »
Anyway, making DF multithreading at the end... won't work (very well) multithreading has to be in the core design
After writing code in a multi-threading  environment for a long time I can generally say  your statement is  not true. What's true is that you should know what you are doing and what you are trying to achieve . Without going into details you can generally convert any for loop that process independent data  into a work queue scheduler . 

Sure, but that's sorta the point. If the code is written already in such a way that it has lots of independent tasks, and modifications to shared data are rare and well-controlled, then sure. Refactor, and you've got a multithreaded program. But in a large, complex code base like Dwarf Fortress that wasn't designed with threading in mind, how likely is it that everything is already independent? No processing steps are modifying data structures in place as they're traversed, for instance? The hard part, I imagine, of reworking DF for multithreading wouldn't be converting for loops to work queues; the problem would be finding every little niggling synchronization point and either acquiring a lock (which could erase performance gains if contested locks are common, and would introduce extra randomness (dunno if that matters)) or delaying and batching the writes somehow (which could be a lot of work in itself).

In short, I tend to agree with the suspicion that the low-hanging fruit has got to be in the pathfinding algorithms, and getting those right could improve performance just as much, if not more, as multithreading, and with way less work and way fewer irreproducible crasher bugs …

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DF Suggestions / Re: "Ass demon?"
« on: April 26, 2011, 09:40:28 pm »
First off, these are technically spoilers (even if it's being spit out of the errorlog), so you might want to spoiler that title somehow.

Yes. Clearly the proper phrasing is “ass clown.”

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